Sample records for spectrum allocation game

  1. Coalition Formation and Spectrum Sharing of Cooperative Spectrum Sensing Participants.

    PubMed

    Zhensheng Jiang; Wei Yuan; Leung, Henry; Xinge You; Qi Zheng

    2017-05-01

    In cognitive radio networks, self-interested secondary users (SUs) desire to maximize their own throughput. They compete with each other for transmit time once the absence of primary users (PUs) is detected. To satisfy the requirement of PU protection, on the other hand, they have to form some coalitions and cooperate to conduct spectrum sensing. Such dilemma of SUs between competition and cooperation motivates us to study two interesting issues: 1) how to appropriately form some coalitions for cooperative spectrum sensing (CSS) and 2) how to share transmit time among SUs. We jointly consider these two issues, and propose a noncooperative game model with 2-D strategies. The first dimension determines coalition formation, and the second indicates transmit time allocation. Considering the complexity of solving this game, we decompose the game into two more tractable ones: one deals with the formation of CSS coalitions, and the other focuses on the allocation of transmit time. We characterize the Nash equilibria (NEs) of both games, and show that the combination of these two NEs corresponds to the NE of the original game. We also develop a distributed algorithm to achieve a desirable NE of the original game. When this NE is achieved, the SUs obtain a Dhp-stable coalition structure and a fair transmit time allocation. Numerical results verify our analyses, and demonstrate the effectiveness of our algorithm.

  2. Spectrum Sharing Based on a Bertrand Game in Cognitive Radio Sensor Networks

    PubMed Central

    Zeng, Biqing; Zhang, Chi; Hu, Pianpian; Wang, Shengyu

    2017-01-01

    In the study of power control and allocation based on pricing, the utility of secondary users is usually studied from the perspective of the signal to noise ratio. The study of secondary user utility from the perspective of communication demand can not only promote the secondary users to meet the maximum communication needs, but also to maximize the utilization of spectrum resources, however, research in this area is lacking, so from the viewpoint of meeting the demand of network communication, this paper designs a two stage model to solve spectrum leasing and allocation problem in cognitive radio sensor networks (CRSNs). In the first stage, the secondary base station collects the secondary network communication requirements, and rents spectrum resources from several primary base stations using the Bertrand game to model the transaction behavior of the primary base station and secondary base station. The second stage, the subcarriers and power allocation problem of secondary base stations is defined as a nonlinear programming problem to be solved based on Nash bargaining. The simulation results show that the proposed model can satisfy the communication requirements of each user in a fair and efficient way compared to other spectrum sharing schemes. PMID:28067850

  3. Game Theory for Wireless Sensor Networks: A Survey

    PubMed Central

    Shi, Hai-Yan; Wang, Wan-Liang; Kwok, Ngai-Ming; Chen, Sheng-Yong

    2012-01-01

    Game theory (GT) is a mathematical method that describes the phenomenon of conflict and cooperation between intelligent rational decision-makers. In particular, the theory has been proven very useful in the design of wireless sensor networks (WSNs). This article surveys the recent developments and findings of GT, its applications in WSNs, and provides the community a general view of this vibrant research area. We first introduce the typical formulation of GT in the WSN application domain. The roles of GT are described that include routing protocol design, topology control, power control and energy saving, packet forwarding, data collection, spectrum allocation, bandwidth allocation, quality of service control, coverage optimization, WSN security, and other sensor management tasks. Then, three variations of game theory are described, namely, the cooperative, non-cooperative, and repeated schemes. Finally, existing problems and future trends are identified for researchers and engineers in the field. PMID:23012533

  4. Self-Coexistence among IEEE 802.22 Networks: Distributed Allocation of Power and Channel

    PubMed Central

    Sakin, Sayef Azad; Alamri, Atif; Tran, Nguyen H.

    2017-01-01

    Ensuring self-coexistence among IEEE 802.22 networks is a challenging problem owing to opportunistic access of incumbent-free radio resources by users in co-located networks. In this study, we propose a fully-distributed non-cooperative approach to ensure self-coexistence in downlink channels of IEEE 802.22 networks. We formulate the self-coexistence problem as a mixed-integer non-linear optimization problem for maximizing the network data rate, which is an NP-hard one. This work explores a sub-optimal solution by dividing the optimization problem into downlink channel allocation and power assignment sub-problems. Considering fairness, quality of service and minimum interference for customer-premises-equipment, we also develop a greedy algorithm for channel allocation and a non-cooperative game-theoretic framework for near-optimal power allocation. The base stations of networks are treated as players in a game, where they try to increase spectrum utilization by controlling power and reaching a Nash equilibrium point. We further develop a utility function for the game to increase the data rate by minimizing the transmission power and, subsequently, the interference from neighboring networks. A theoretical proof of the uniqueness and existence of the Nash equilibrium has been presented. Performance improvements in terms of data-rate with a degree of fairness compared to a cooperative branch-and-bound-based algorithm and a non-cooperative greedy approach have been shown through simulation studies. PMID:29215591

  5. Self-Coexistence among IEEE 802.22 Networks: Distributed Allocation of Power and Channel.

    PubMed

    Sakin, Sayef Azad; Razzaque, Md Abdur; Hassan, Mohammad Mehedi; Alamri, Atif; Tran, Nguyen H; Fortino, Giancarlo

    2017-12-07

    Ensuring self-coexistence among IEEE 802.22 networks is a challenging problem owing to opportunistic access of incumbent-free radio resources by users in co-located networks. In this study, we propose a fully-distributed non-cooperative approach to ensure self-coexistence in downlink channels of IEEE 802.22 networks. We formulate the self-coexistence problem as a mixed-integer non-linear optimization problem for maximizing the network data rate, which is an NP-hard one. This work explores a sub-optimal solution by dividing the optimization problem into downlink channel allocation and power assignment sub-problems. Considering fairness, quality of service and minimum interference for customer-premises-equipment, we also develop a greedy algorithm for channel allocation and a non-cooperative game-theoretic framework for near-optimal power allocation. The base stations of networks are treated as players in a game, where they try to increase spectrum utilization by controlling power and reaching a Nash equilibrium point. We further develop a utility function for the game to increase the data rate by minimizing the transmission power and, subsequently, the interference from neighboring networks. A theoretical proof of the uniqueness and existence of the Nash equilibrium has been presented. Performance improvements in terms of data-rate with a degree of fairness compared to a cooperative branch-and-bound-based algorithm and a non-cooperative greedy approach have been shown through simulation studies.

  6. Analysis of Turkish Communications Sector and Determination of Critical Success Factors

    DTIC Science & Technology

    2014-09-01

    payments, video streaming, socializing, and online gaming , OTT providers can now easily provide mainstream services such as text messaging and voice...above the regional average as it has sufficient provisions for management of spectra. On the other hand, Ministry can imitate tenders for spectrum...which creates uncertainty about who will initiate tenders . Moreover, the ICTA is free to announce frequency allocation tenders openly and may decide to

  7. Resource Allocation Games: A Priming Game for a Series of Instructional Games (The POE Game).

    ERIC Educational Resources Information Center

    Allen, Layman E.

    This paper describes in detail the paper-and-pencil POE (Pelham Odd 'R Even) game, in which units of space are the allocated resources. The game is designed to provide an introduction to the rule structure common to the games of EQUATIONS, WFF 'N PROOF, and ON-SENTS & NON-SENTS. Techniques of playing POE, including goals, solutions, moves, scoring…

  8. 25 CFR 290.10 - Is an Indian tribe in violation of IGRA if it makes per capita payments to its members from net...

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... capita payments to its members from net gaming revenues without an approved tribal revenue allocation... capita payments to its members from net gaming revenues without an approved tribal revenue allocation... gaming revenues without an approved tribal revenue allocation plan. If you refuse to comply, the DOJ or...

  9. Soft cooperation systems and games

    NASA Astrophysics Data System (ADS)

    Fernández, J. R.; Gallego, I.; Jiménez-Losada, A.; Ordóñez, M.

    2018-04-01

    A cooperative game for a set of agents establishes a fair allocation of the profit obtained for their cooperation. In order to obtain this allocation, a characteristic function is known. It establishes the profit of each coalition of agents if this coalition decides to act alone. Originally players are considered symmetric and then the allocation only depends on the characteristic function; this paper is about cooperative games with an asymmetric set of agents. We introduced cooperative games with a soft set of agents which explains those parameters determining the asymmetry among them in the cooperation. Now the characteristic function is defined not over the coalitions but over the soft coalitions, namely the profit depends not only on the formed coalition but also on the attributes considered for the players in the coalition. The best known of the allocation rules for cooperative games is the Shapley value. We propose a Shapley kind solution for soft games.

  10. Statistical mechanics of competitive resource allocation using agent-based models

    NASA Astrophysics Data System (ADS)

    Chakraborti, Anirban; Challet, Damien; Chatterjee, Arnab; Marsili, Matteo; Zhang, Yi-Cheng; Chakrabarti, Bikas K.

    2015-01-01

    Demand outstrips available resources in most situations, which gives rise to competition, interaction and learning. In this article, we review a broad spectrum of multi-agent models of competition (El Farol Bar problem, Minority Game, Kolkata Paise Restaurant problem, Stable marriage problem, Parking space problem and others) and the methods used to understand them analytically. We emphasize the power of concepts and tools from statistical mechanics to understand and explain fully collective phenomena such as phase transitions and long memory, and the mapping between agent heterogeneity and physical disorder. As these methods can be applied to any large-scale model of competitive resource allocation made up of heterogeneous adaptive agent with non-linear interaction, they provide a prospective unifying paradigm for many scientific disciplines.

  11. Ising game: Nonequilibrium steady states of resource-allocation systems

    NASA Astrophysics Data System (ADS)

    Xin, C.; Yang, G.; Huang, J. P.

    2017-04-01

    Resource-allocation systems are ubiquitous in the human society. But how external fields affect the state of such systems remains poorly explored due to the lack of a suitable model. Because the behavior of spins pursuing energy minimization required by physical laws is similar to that of humans chasing payoff maximization studied in game theory, here we combine the Ising model with the market-directed resource-allocation game, yielding an Ising game. Based on the Ising game, we show theoretical, simulative and experimental evidences for a formula, which offers a clear expression of nonequilibrium steady states (NESSs). Interestingly, the formula also reveals a convertible relationship between the external field (exogenous factor) and resource ratio (endogenous factor), and a class of saturation as the external field exceeds certain limits. This work suggests that the Ising game could be a suitable model for studying external-field effects on resource-allocation systems, and it could provide guidance both for seeking more relations between NESSs and equilibrium states and for regulating human systems by choosing NESSs appropriately.

  12. The Frozen Price Game

    ERIC Educational Resources Information Center

    Alden, Lori

    2003-01-01

    In this article, the author discusses the educational frozen price game she developed to teach the basic economic principle of price allocation. In addition to demonstrating the advantages of price allocation, the game also illustrates such concepts as opportunity costs, cost benefit comparisons, and the trade-off between efficiency and equity.…

  13. Social evaluation-induced amylase elevation and economic decision-making in the dictator game in humans.

    PubMed

    Takahashi, Taiki; Ikeda, Koki; Hasegawa, Toshikazu

    2007-10-01

    Little is known regarding the relationship between social evaluation-induced neuroendocrine responses and generosity in game-theoretic situations. Previous studies demonstrated that reputation formation plays a pivotal role in prosocial behavior. This study aimed to examine the relationships between a social evaluation-induced salivary alpha-amylase (sAA) response and generosity in the dictator game. The relationship is potentially important in neuroeconomics of altruism and game theory. We assessed sAA and allocated money in the dictator game in male students with and without social evaluation. RESULTS Social evaluation-responders allocated significantly more money than controls; while there was no significant correlation between social evaluation-induced sAA elevation and the allocated money. Social evaluation significantly increases generosity in the dictator game, and individual differences in trait characteristics such as altruism and reward sensitivity may be important determinants of generosity in the dictator game task.

  14. 25 CFR 290.9 - How may an Indian tribe use net gaming revenues if it does not have an approved tribal revenue...

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 1 2010-04-01 2010-04-01 false How may an Indian tribe use net gaming revenues if it... an Indian tribe use net gaming revenues if it does not have an approved tribal revenue allocation plan? Without an approved tribal revenue allocation plan, you may use net gaming revenues to fund...

  15. Proposal Allocation Ratio as a Moderator of Interpersonal Responsibility Effects on Hostile Decision-Making in the Ultimatum Game.

    PubMed

    Gong, Xinyu; Xia, Ling-Xiang; Sun, Yanlin; Guo, Lei; Carpenter, Vanessa C; Fang, Yuan; Chen, Yunli

    2017-01-01

    Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders' hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders' rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders' rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five.

  16. An Approach for Transmission Loss and Cost Allocation by Loss Allocation Index and Co-operative Game Theory

    NASA Astrophysics Data System (ADS)

    Khan, Baseem; Agnihotri, Ganga; Mishra, Anuprita S.

    2016-03-01

    In the present work authors proposed a novel method for transmission loss and cost allocation to users (generators and loads). In the developed methodology transmission losses are allocated to users based on their usage of the transmission line. After usage allocation, particular loss allocation indices (PLAI) are evaluated for loads and generators. Also Cooperative game theory approach is applied for comparison of results. The proposed method is simple and easy to implement on the practical power system. Sample 6 bus and IEEE 14 bus system is used for showing the effectiveness of proposed method.

  17. Proposal Allocation Ratio as a Moderator of Interpersonal Responsibility Effects on Hostile Decision-Making in the Ultimatum Game

    PubMed Central

    Gong, Xinyu; Xia, Ling-Xiang; Sun, Yanlin; Guo, Lei; Carpenter, Vanessa C.; Fang, Yuan; Chen, Yunli

    2017-01-01

    Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders’ hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders’ rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders’ rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five. PMID:29184518

  18. A game-theoretical pricing mechanism for multiuser rate allocation for video over WiMAX

    NASA Astrophysics Data System (ADS)

    Chen, Chao-An; Lo, Chi-Wen; Lin, Chia-Wen; Chen, Yung-Chang

    2010-07-01

    In multiuser rate allocation in a wireless network, strategic users can bias the rate allocation by misrepresenting their bandwidth demands to a base station, leading to an unfair allocation. Game-theoretical approaches have been proposed to address the unfair allocation problems caused by the strategic users. However, existing approaches rely on a timeconsuming iterative negotiation process. Besides, they cannot completely prevent unfair allocations caused by inconsistent strategic behaviors. To address these problems, we propose a Search Based Pricing Mechanism to reduce the communication time and to capture a user's strategic behavior. Our simulation results show that the proposed method significantly reduce the communication time as well as converges stably to an optimal allocation.

  19. Multi-Objective Optimization for Trustworthy Tactical Networks: A Survey and Insights

    DTIC Science & Technology

    2013-06-01

    existing data sources, gathering and maintaining the data needed , and completing and reviewing the collection of information. Send comments regarding...problems: using repeated cooperative games [12], hedonic games [25], and nontransferable utility cooperative games [27]. It should be noted that trust...examined an optimal task allocation problem in a distributed computing system where program modules need to be allocated to different processors to

  20. Game theoretic power allocation and waveform selection for satellite communications

    NASA Astrophysics Data System (ADS)

    Shu, Zhihui; Wang, Gang; Tian, Xin; Shen, Dan; Pham, Khanh; Blasch, Erik; Chen, Genshe

    2015-05-01

    Game theory is a useful method to model interactions between agents with conflicting interests. In this paper, we set up a Game Theoretic Model for Satellite Communications (SATCOM) to solve the interaction between the transmission pair (blue side) and the jammer (red side) to reach a Nash Equilibrium (NE). First, the IFT Game Application Model (iGAM) for SATCOM is formulated to improve the utility of the transmission pair while considering the interference from a jammer. Specifically, in our framework, the frame error rate performance of different modulation and coding schemes is used in the game theoretic solution. Next, the game theoretic analysis shows that the transmission pair can choose the optimal waveform and power given the received power from the jammer. We also describe how the jammer chooses the optimal power given the waveform and power allocation from the transmission pair. Finally, simulations are implemented for the iGAM and the simulation results show the effectiveness of the SATCOM power allocation, waveform selection scheme, and jamming mitigation.

  1. Evidence for the Pinocchio Effect: Linguistic Differences between Lies, Deception by Omissions, and Truths

    ERIC Educational Resources Information Center

    Van Swol, Lyn M.; Braun, Michael T.; Malhotra, Deepak

    2012-01-01

    The study used Linguistic Inquiry and Word Count and Coh-Metrix software to examine linguistic differences with deception in an ultimatum game. In the game, the Allocator was given an amount of money to divide with the Receiver. The Receiver did not know the precise amount the Allocator had to divide, and the Allocator could use deception.…

  2. Study of network resource allocation based on market and game theoretic mechanism

    NASA Astrophysics Data System (ADS)

    Liu, Yingmei; Wang, Hongwei; Wang, Gang

    2004-04-01

    We work on the network resource allocation issue concerning network management system function based on market-oriented mechanism. The scheme is to model the telecommunication network resources as trading goods in which the various network components could be owned by different competitive, real-world entities. This is a multidisciplinary framework concentrating on the similarity between resource allocation in network environment and the market mechanism in economic theory. By taking an economic (market-based and game theoretic) approach in routing of communication network, we study the dynamic behavior under game-theoretic framework in allocating network resources. Based on the prior work of Gibney and Jennings, we apply concepts of utility and fitness to the market mechanism with an intention to close the gap between experiment environment and real world situation.

  3. 77 FR 45370 - Renewal of Agency Information Collection for Class III Gaming; Tribal Revenue Allocation Plans...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-07-31

    ... Procedures authorized by OMB Control Number 1076-0149, Tribal Revenue Allocation Plans authorized by OMB Control Number 1076-0152, and Gaming on Trust Lands Acquired After October 17, 1988 authorized by OMB Control Number 1076- 0158. These [[Page 45371

  4. Game Theoretic Modeling of Water Resources Allocation Under Hydro-Climatic Uncertainty

    NASA Astrophysics Data System (ADS)

    Brown, C.; Lall, U.; Siegfried, T.

    2005-12-01

    Typical hydrologic and economic modeling approaches rely on assumptions of climate stationarity and economic conditions of ideal markets and rational decision-makers. In this study, we incorporate hydroclimatic variability with a game theoretic approach to simulate and evaluate common water allocation paradigms. Game Theory may be particularly appropriate for modeling water allocation decisions. First, a game theoretic approach allows economic analysis in situations where price theory doesn't apply, which is typically the case in water resources where markets are thin, players are few, and rules of exchange are highly constrained by legal or cultural traditions. Previous studies confirm that game theory is applicable to water resources decision problems, yet applications and modeling based on these principles is only rarely observed in the literature. Second, there are numerous existing theoretical and empirical studies of specific games and human behavior that may be applied in the development of predictive water allocation models. With this framework, one can evaluate alternative orderings and rules regarding the fraction of available water that one is allowed to appropriate. Specific attributes of the players involved in water resources management complicate the determination of solutions to game theory models. While an analytical approach will be useful for providing general insights, the variety of preference structures of individual players in a realistic water scenario will likely require a simulation approach. We propose a simulation approach incorporating the rationality, self-interest and equilibrium concepts of game theory with an agent-based modeling framework that allows the distinct properties of each player to be expressed and allows the performance of the system to manifest the integrative effect of these factors. Underlying this framework, we apply a realistic representation of spatio-temporal hydrologic variability and incorporate the impact of decision-making a priori to hydrologic realizations and those made a posteriori on alternative allocation mechanisms. Outcomes are evaluated in terms of water productivity, net social benefit and equity. The performance of hydro-climate prediction modeling in each allocation mechanism will be assessed. Finally, year-to-year system performance and feedback pathways are explored. In this way, the system can be adaptively managed toward equitable and efficient water use.

  5. GIS and Game Theory for Water Resource Management

    NASA Astrophysics Data System (ADS)

    Ganjali, N.; Guney, C.

    2017-11-01

    In this study, aspects of Game theory and its application on water resources management combined with GIS techniques are detailed. First, each term is explained and the advantages and limitations of its aspect is discussed. Then, the nature of combinations between each pair and literature on the previous studies are given. Several cases were investigated and results were magnified in order to conclude with the applicability and combination of GIS- Game Theory- Water Resources Management. It is concluded that the game theory is used relatively in limited studies of water management fields such as cost/benefit allocation among users, water allocation among trans-boundary users in water resources, water quality management, groundwater management, analysis of water policies, fair allocation of water resources development cost and some other narrow fields. Also, Decision-making in environmental projects requires consideration of trade-offs between socio-political, environmental, and economic impacts and is often complicated by various stakeholder views. Most of the literature on water allocation and conflict problems uses traditional optimization models to identify the most efficient scheme while the Game Theory, as an optimization method, combined GIS are beneficial platforms for agent based models to be used in solving Water Resources Management problems in the further studies.

  6. Prosocial Personality Traits Differentially Predict Egalitarianism, Generosity, and Reciprocity in Economic Games

    PubMed Central

    Zhao, Kun; Ferguson, Eamonn; Smillie, Luke D.

    2016-01-01

    Recent research has highlighted the role of prosocial personality traits—agreeableness and honesty-humility—in egalitarian distributions of wealth in the dictator game. Expanding on these findings, we ran two studies to examine individual differences in two other forms of prosociality—generosity and reciprocity—with respect to two major models of personality, the Big Five and the HEXACO. Participants (combined N = 560) completed a series of economic games in which allocations in the dictator game were compared with those in the generosity game, a non-constant-sum wealth distribution task where proposers with fixed payoffs selected the size of their partner’s payoff (“generosity”). We further examined positive and negative reciprocity by manipulating a partner’s previous move (“reciprocity”). Results showed clear evidence of both generosity and positive reciprocity in social preferences, with allocations to a partner greater in the generosity game than in the dictator game, and greater still when a player had been previously assisted by their partner. There was also a consistent interaction with gender, whereby men were more generous when this was costless and women were more egalitarian overall. Furthermore, these distinct forms of prosociality were differentially predicted by personality traits, in line with the core features of these traits and the theoretical distinctions between them. HEXACO honesty-humility predicted dictator, but not generosity allocations, while traits capturing tendencies toward irritability and anger predicted lower generosity, but not dictator allocations. In contrast, the politeness—but not compassion—aspect of Big Five agreeableness was uniquely and broadly associated with prosociality across all games. These findings support the discriminant validity between related prosocial constructs, and have important implications for understanding the motives and mechanisms taking place within economic games. PMID:27555824

  7. Prosocial Personality Traits Differentially Predict Egalitarianism, Generosity, and Reciprocity in Economic Games.

    PubMed

    Zhao, Kun; Ferguson, Eamonn; Smillie, Luke D

    2016-01-01

    Recent research has highlighted the role of prosocial personality traits-agreeableness and honesty-humility-in egalitarian distributions of wealth in the dictator game. Expanding on these findings, we ran two studies to examine individual differences in two other forms of prosociality-generosity and reciprocity-with respect to two major models of personality, the Big Five and the HEXACO. Participants (combined N = 560) completed a series of economic games in which allocations in the dictator game were compared with those in the generosity game, a non-constant-sum wealth distribution task where proposers with fixed payoffs selected the size of their partner's payoff ("generosity"). We further examined positive and negative reciprocity by manipulating a partner's previous move ("reciprocity"). Results showed clear evidence of both generosity and positive reciprocity in social preferences, with allocations to a partner greater in the generosity game than in the dictator game, and greater still when a player had been previously assisted by their partner. There was also a consistent interaction with gender, whereby men were more generous when this was costless and women were more egalitarian overall. Furthermore, these distinct forms of prosociality were differentially predicted by personality traits, in line with the core features of these traits and the theoretical distinctions between them. HEXACO honesty-humility predicted dictator, but not generosity allocations, while traits capturing tendencies toward irritability and anger predicted lower generosity, but not dictator allocations. In contrast, the politeness-but not compassion-aspect of Big Five agreeableness was uniquely and broadly associated with prosociality across all games. These findings support the discriminant validity between related prosocial constructs, and have important implications for understanding the motives and mechanisms taking place within economic games.

  8. Allocation of control rights in the PPP Project: a cooperative game model

    NASA Astrophysics Data System (ADS)

    Zhang, Yunhua; Feng, Jingchun; Yang, Shengtao

    2017-06-01

    Reasonable allocation of control rights is the key to the success of Public-Private Partnership (PPP) projects. PPP are services or ventures which are financed and operated through cooperation between governmental and private sector actors and which involve reasonable control rights sharing between these two partners. After professional firm with capital and technology as a shareholder participating in PPP project firms, the PPP project is diversified in participants and input resources. Meanwhile the allocation of control rights of PPP project tends to be complicated. According to the diversification of participants and input resources of PPP projects, the key participants are divided into professional firms and pure investors. Based on the cost of repurchase of different input resources in markets, the cooperative game relationship between these two parties is analyzed, on the basis of which the allocation model of the cooperative game for control rights is constructed to ensure optimum allocation ration of control rights and verify the share of control rights in proportion to the cost of repurchase.

  9. 77 FR 68812 - Renewal of Agency Information Collection for Class III Gaming; Tribal Revenue Allocation Plans...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-11-16

    ... authorized by OMB Control Number 1076-0149, Tribal Revenue Allocation Plans authorized by OMB Control Number 1076-0152, and Gaming on Trust Lands Acquired After October 17, 1988 authorized by OMB Control Number 1076-0158. These information collections expire November 30, 2012. DATE: Interested persons are invited...

  10. Power allocation for target detection in radar networks based on low probability of intercept: A cooperative game theoretical strategy

    NASA Astrophysics Data System (ADS)

    Shi, Chenguang; Salous, Sana; Wang, Fei; Zhou, Jianjiang

    2017-08-01

    Distributed radar network systems have been shown to have many unique features. Due to their advantage of signal and spatial diversities, radar networks are attractive for target detection. In practice, the netted radars in radar networks are supposed to maximize their transmit power to achieve better detection performance, which may be in contradiction with low probability of intercept (LPI). Therefore, this paper investigates the problem of adaptive power allocation for radar networks in a cooperative game-theoretic framework such that the LPI performance can be improved. Taking into consideration both the transmit power constraints and the minimum signal to interference plus noise ratio (SINR) requirement of each radar, a cooperative Nash bargaining power allocation game based on LPI is formulated, whose objective is to minimize the total transmit power by optimizing the power allocation in radar networks. First, a novel SINR-based network utility function is defined and utilized as a metric to evaluate power allocation. Then, with the well-designed network utility function, the existence and uniqueness of the Nash bargaining solution are proved analytically. Finally, an iterative Nash bargaining algorithm is developed that converges quickly to a Pareto optimal equilibrium for the cooperative game. Numerical simulations and theoretic analysis are provided to evaluate the effectiveness of the proposed algorithm.

  11. Sharing the cost of river basin adaptation portfolios to climate change: Insights from social justice and cooperative game theory

    NASA Astrophysics Data System (ADS)

    Girard, Corentin; Rinaudo, Jean-Daniel; Pulido-Velazquez, Manuel

    2016-10-01

    The adaptation of water resource systems to the potential impacts of climate change requires mixed portfolios of supply and demand adaptation measures. The issue is not only to select efficient, robust, and flexible adaptation portfolios but also to find equitable strategies of cost allocation among the stakeholders. Our work addresses such cost allocation problems by applying two different theoretical approaches: social justice and cooperative game theory in a real case study. First of all, a cost-effective portfolio of adaptation measures at the basin scale is selected using a least-cost optimization model. Cost allocation solutions are then defined based on economic rationality concepts from cooperative game theory (the Core). Second, interviews are conducted to characterize stakeholders' perceptions of social justice principles associated with the definition of alternatives cost allocation rules. The comparison of the cost allocation scenarios leads to contrasted insights in order to inform the decision-making process at the river basin scale and potentially reap the efficiency gains from cooperation in the design of river basin adaptation portfolios.

  12. Going International: What We Can Learn about International Strategy, Market Entry, and Resource Allocation from the Game of Go

    ERIC Educational Resources Information Center

    Watson, Andrew; Chatterjee, Sangit

    2006-01-01

    We identify three aspects of management particularly crucial in the environment of globalization: the formulation of international strategy; entry into foreign markets; and resource allocation. We advocate the board game Go as an aid to learning management amidst globalization. Our advocacy is based on drawing links between Go and each of the…

  13. Distributed Power Allocation for Wireless Sensor Network Localization: A Potential Game Approach.

    PubMed

    Ke, Mingxing; Li, Ding; Tian, Shiwei; Zhang, Yuli; Tong, Kaixiang; Xu, Yuhua

    2018-05-08

    The problem of distributed power allocation in wireless sensor network (WSN) localization systems is investigated in this paper, using the game theoretic approach. Existing research focuses on the minimization of the localization errors of individual agent nodes over all anchor nodes subject to power budgets. When the service area and the distribution of target nodes are considered, finding the optimal trade-off between localization accuracy and power consumption is a new critical task. To cope with this issue, we propose a power allocation game where each anchor node minimizes the square position error bound (SPEB) of the service area penalized by its individual power. Meanwhile, it is proven that the power allocation game is an exact potential game which has one pure Nash equilibrium (NE) at least. In addition, we also prove the existence of an ϵ -equilibrium point, which is a refinement of NE and the better response dynamic approach can reach the end solution. Analytical and simulation results demonstrate that: (i) when prior distribution information is available, the proposed strategies have better localization accuracy than the uniform strategies; (ii) when prior distribution information is unknown, the performance of the proposed strategies outperforms power management strategies based on the second-order cone program (SOCP) for particular agent nodes after obtaining the estimated distribution of agent nodes. In addition, proposed strategies also provide an instructional trade-off between power consumption and localization accuracy.

  14. Foundation for Problem-Based Gaming

    ERIC Educational Resources Information Center

    Kiili, Kristian

    2007-01-01

    Educational games may offer a viable strategy for developing students' problem-solving skills. However, the state of art of educational game research does not provide an account for that. Thus, the aim of this research is to develop an empirically allocated model about problem-based gaming that can be utilised to design pedagogically meaningful…

  15. The Development of Attention Skills in Action Video Game Players

    ERIC Educational Resources Information Center

    Dye, M. W. G.; Green, C. S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…

  16. Spectrum Situational Awareness Capability: The Military Need and Potential Implementation Issues

    DTIC Science & Technology

    2006-10-01

    Management Sensor Systems Frequency Management EW Systems Frequency Management Allied Battlespace Spectrum Management Restricted Frequency List Frequency...Management Restricted Frequency List Frequency Allocation Table Civil Frequency Use Data Inputs Negotiation and allocation process © Dstl 2006 26th...Management Restricted Frequency List Data Inputs Negotiation and allocation process Frequency Allocation Table SSA ES INT COP etc WWW Spectrum

  17. The role of cognitive and emotional perspective taking in economic decision making in the ultimatum game.

    PubMed

    Takagishi, Haruto; Koizumi, Michiko; Fujii, Takayuki; Schug, Joanna; Kameshima, Shinya; Yamagishi, Toshio

    2014-01-01

    We conducted a simple resource allocation game known as the ultimatum game (UG) with preschoolers to examine the role of cognitive and emotional perspective-taking ability on allocation and rejection behavior. A total of 146 preschoolers played the UG and completed a false belief task and an emotional perspective-taking test. Results showed that cognitive perspective taking ability had a significant positive effect on the proposer's offer and a negative effect on the responder's rejection behavior, whereas emotional perspective taking ability did not impact either the proposer's or responder's behavior. These results imply that the ability to anticipate the responder's beliefs, but not their emotional state, plays an important role in the proposer's choice of a fair allocation in an UG, and that children who have not acquired theory of mind still reject unfair offers.

  18. The international environment UNISPACE '82 and the ITU: A relationship between orbit-spectrum resource allocation and orbital debris

    NASA Technical Reports Server (NTRS)

    Olmstead, D.

    1985-01-01

    The 1985 Space WARC will examine and potentially modify the current geostationary orbit spectrum resource allocation methodology. Discussions in this international political environment could likely associate the geostationary orbital debris issue with the politicized issue of orbit spectrum allocation.

  19. Opportunistic Capacity-Based Resource Allocation for Chunk-Based Multi-Carrier Cognitive Radio Sensor Networks

    PubMed Central

    Huang, Jie; Zeng, Xiaoping; Jian, Xin; Tan, Xiaoheng; Zhang, Qi

    2017-01-01

    The spectrum allocation for cognitive radio sensor networks (CRSNs) has received considerable research attention under the assumption that the spectrum environment is static. However, in practice, the spectrum environment varies over time due to primary user/secondary user (PU/SU) activity and mobility, resulting in time-varied spectrum resources. This paper studies resource allocation for chunk-based multi-carrier CRSNs with time-varied spectrum resources. We present a novel opportunistic capacity model through a continuous time semi-Markov chain (CTSMC) to describe the time-varied spectrum resources of chunks and, based on this, a joint power and chunk allocation model by considering the opportunistically available capacity of chunks is proposed. To reduce the computational complexity, we split this model into two sub-problems and solve them via the Lagrangian dual method. Simulation results illustrate that the proposed opportunistic capacity-based resource allocation algorithm can achieve better performance compared with traditional algorithms when the spectrum environment is time-varied. PMID:28106803

  20. Sharing the Wealth: Factors Influencing Resource Allocation in the Sharing Game

    ERIC Educational Resources Information Center

    Fantino, Edmund; Kennelly, Arthur

    2009-01-01

    Students chose between two allocation options, one that gave the allocator more and another participant still more (the "optimal" choice) and one which gave the allocator less and the other participant still less (the "competitive" choice). In a within-subjects design, students' behavior patterns were significantly correlated across the two rounds…

  1. The development of attention skills in action video game players

    PubMed Central

    Dye, M.W.G.; Green, C.S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By employing a mixture of cues and flankers, the ANT provides measures of how well attention is allocated to targets as a function of alerting and orienting cues, and to what extent observers are able to filter out the influence of task irrelevant information flanking those targets. The data suggest that action video game players of all ages have enhanced attentional skills that allow them to make faster correct responses to targets, and leaves additional processing resources that spill over to process distractors flanking the targets. PMID:19428410

  2. Video game access, parental rules, and problem behavior: a study of boys with autism spectrum disorder.

    PubMed

    Engelhardt, Christopher R; Mazurek, Micah O

    2014-07-01

    Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to 18 years of age). Parents of these children reported on (1) whether they had specific rules regulating their child's video game use, (2) whether their child had in-room access to a variety of screen-based media devices (television, computer, and video game console), and (3) their child's oppositional behaviors. Multivariate regression models showed that in-room access to a video game console predicted oppositional behavior while controlling for in-room access to other media devices (computer and television) and relevant variables (e.g. average number of video game hours played per day). Additionally, the association between in-room access to a video game console and oppositional behavior was particularly large when parents reported no rules on their child's video game use. The current findings indicate that both access and parental rules regarding video games warrant future experimental and longitudinal research as they relate to problem behavior in boys with autism spectrum disorder. © The Author(s) 2013.

  3. Priority and Negotiation Based Dynamic Spectrum Allocation Scheme for Multiple Radio Access Network Operators

    NASA Astrophysics Data System (ADS)

    Kim, Hoon; Hyon, Taein; Lee, Yeonwoo

    Most of previous works have presented the dynamic spectrum allocation (DSA) gain achieved by utilizing the time or regional variations in traffic demand between multi-network operators (NOs). In this paper, we introduce the functionalities required for the entities related with the spectrum sharing and allocation and propose a spectrum allocation algorithm while considering the long-term priority between NOs, the priority between multiple class services, and the urgent bandwidth request. To take into account the priorities among the NOs and the priorities of multiple class services, a spectrum sharing metric (SSM) is proposed, while a negotiation procedure is proposed to treat the urgent bandwidth request.

  4. Sharing Regional Cooperative Gains From Reusing Effluent for Irrigation

    NASA Astrophysics Data System (ADS)

    Dinar, Ariel; Yaron, Dan; Kannai, Yakar

    1986-03-01

    This paper is concerned with the allocation of cost and benefits from regional cooperation, with respect to reuse of municipal effluent for irrigation at the Ramla region of Israel. An efficient regional solution provides the maximal regional income which has to be redistributed among the town and several farms. Different allocations based on marginal cost pricing and schemes from cooperative game theory like the core, Shapley value, generalized Shapley value, and nucleolus are applied. The town and farm A have the main additional gains according to all allocation schemes presented. Advantages and disadvantages of these allocation schemes are examined in order to suggest a fair and acceptable allocation of the regional cooperative gains. Although no method has been preferred, the marginal cost pricing was found to be unacceptable by the participants. The conclusion is that the theory of cooperative games may provide guidelines while comparing the different solutions.

  5. Influence of biases in numerical magnitude allocation on human prosocial decision making.

    PubMed

    Arshad, Qadeer; Nigmatullina, Yuliya; Siddiqui, Shuaib; Franka, Mustafa; Mediratta, Saniya; Ramachandaran, Sanjeev; Lobo, Rhannon; Malhotra, Paresh A; Roberts, R E; Bronstein, Adolfo M

    2017-12-01

    Over the past decade neuroscientific research has attempted to probe the neurobiological underpinnings of human prosocial decision making. Such research has almost ubiquitously employed tasks such as the dictator game or similar variations (i.e., ultimatum game). Considering the explicit numerical nature of such tasks, it is surprising that the influence of numerical cognition on decision making during task performance remains unknown. While performing these tasks, participants typically tend to anchor on a 50:50 split that necessitates an explicit numerical judgement (i.e., number-pair bisection). Accordingly, we hypothesize that the decision-making process during the dictator game recruits overlapping cognitive processes to those known to be engaged during number-pair bisection. We observed that biases in numerical magnitude allocation correlated with the formulation of decisions during the dictator game. That is, intrinsic biases toward smaller numerical magnitudes were associated with the formulation of less favorable decisions, whereas biases toward larger magnitudes were associated with more favorable choices. We proceeded to corroborate this relationship by subliminally and systematically inducing biases in numerical magnitude toward either higher or lower numbers using a visuo-vestibular stimulation paradigm. Such subliminal alterations in numerical magnitude allocation led to proportional and corresponding changes to an individual's decision making during the dictator game. Critically, no relationship was observed between neither intrinsic nor induced biases in numerical magnitude on decision making when assessed using a nonnumerical-based prosocial questionnaire. Our findings demonstrate numerical influences on decisions formulated during the dictator game and highlight the necessity to control for confounds associated with numerical cognition in human decision-making paradigms. NEW & NOTEWORTHY We demonstrate that intrinsic biases in numerical magnitude can directly predict the amount of money donated by an individual to an anonymous stranger during the dictator game. Furthermore, subliminally inducing perceptual biases in numerical-magnitude allocation can actively drive prosocial choices in the corresponding direction. Our findings provide evidence for numerical influences on decision making during performance of the dictator game. Accordingly, without the implementation of an adequate control for numerical influences, the dictator game and other tasks with an inherent numerical component (i.e., ultimatum game) should be employed with caution in the assessment of human behavior. Copyright © 2017 the American Physiological Society.

  6. Cost Allocation of Multiagency Water Resource Projects: Game Theoretic Approaches and Case Study

    NASA Astrophysics Data System (ADS)

    Lejano, Raul P.; Davos, Climis A.

    1995-05-01

    Water resource projects are often jointly carried out by a number of communities and agencies. Participation in a joint project depends on how costs are allocated among the participants and how cost shares compare with the cost of independent projects. Cooperative N-person game theory offers approaches which yield cost allocations that satisfy rationality conditions favoring participation. A new solution concept, the normalized nucleolus, is discussed and applied to a water reuse project in southern California. Results obtained with the normalized nucleolus are compared with those derived with more traditional solution concepts, namely, the nucleolus and the Shapley value.

  7. Using game theory for perceptual tuned rate control algorithm in video coding

    NASA Astrophysics Data System (ADS)

    Luo, Jiancong; Ahmad, Ishfaq

    2005-03-01

    This paper proposes a game theoretical rate control technique for video compression. Using a cooperative gaming approach, which has been utilized in several branches of natural and social sciences because of its enormous potential for solving constrained optimization problems, we propose a dual-level scheme to optimize the perceptual quality while guaranteeing "fairness" in bit allocation among macroblocks. At the frame level, the algorithm allocates target bits to frames based on their coding complexity. At the macroblock level, the algorithm distributes bits to macroblocks by defining a bargaining game. Macroblocks play cooperatively to compete for shares of resources (bits) to optimize their quantization scales while considering the Human Visual System"s perceptual property. Since the whole frame is an entity perceived by viewers, macroblocks compete cooperatively under a global objective of achieving the best quality with the given bit constraint. The major advantage of the proposed approach is that the cooperative game leads to an optimal and fair bit allocation strategy based on the Nash Bargaining Solution. Another advantage is that it allows multi-objective optimization with multiple decision makers (macroblocks). The simulation results testify the algorithm"s ability to achieve accurate bit rate with good perceptual quality, and to maintain a stable buffer level.

  8. Video Game Use and Problem Behaviors in Boys with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Mazurek, Micah O.; Engelhardt, Christopher R.

    2013-01-01

    Children with autism spectrum disorders (ASD) have strong preferences for screen-based media, particularly video games. Although problematic video game use has been associated with behavior problems among typically developing children, the relationship between these variables has not been previously examined among children with ASD. The current…

  9. Game analysis and benefit allocation in international projects among owner, supervisor and contractor

    NASA Astrophysics Data System (ADS)

    Ding, Hao; Wang, Yong; Guo, Sini; Xu, Xiaofeng; Che, Cheng

    2016-04-01

    International projects are different from general domestic ones. In order to analyse the differences, a tripartite game model is built up to describe the relationship among owner, supervisor and general contractor, and some measures are given for the owner to more effectively complete the project. In addition, a project schedule selection model is formulated and a new benefit allocation method is proposed by introducing a new modified Shapley value with weighted factor.

  10. Nanoscale molecular communication networks: a game-theoretic perspective

    NASA Astrophysics Data System (ADS)

    Jiang, Chunxiao; Chen, Yan; Ray Liu, K. J.

    2015-12-01

    Currently, communication between nanomachines is an important topic for the development of novel devices. To implement a nanocommunication system, diffusion-based molecular communication is considered as a promising bio-inspired approach. Various technical issues about molecular communications, including channel capacity, noise and interference, and modulation and coding, have been studied in the literature, while the resource allocation problem among multiple nanomachines has not been well investigated, which is a very important issue since all the nanomachines share the same propagation medium. Considering the limited computation capability of nanomachines and the expensive information exchange cost among them, in this paper, we propose a game-theoretic framework for distributed resource allocation in nanoscale molecular communication systems. We first analyze the inter-symbol and inter-user interference, as well as bit error rate performance, in the molecular communication system. Based on the interference analysis, we formulate the resource allocation problem as a non-cooperative molecule emission control game, where the Nash equilibrium is found and proved to be unique. In order to improve the system efficiency while guaranteeing fairness, we further model the resource allocation problem using a cooperative game based on the Nash bargaining solution, which is proved to be proportionally fair. Simulation results show that the Nash bargaining solution can effectively ensure fairness among multiple nanomachines while achieving comparable social welfare performance with the centralized scheme.

  11. Multiple Interacting Risk Factors: On Methods for Allocating Risk Factor Interactions.

    PubMed

    Price, Bertram; MacNicoll, Michael

    2015-05-01

    A persistent problem in health risk analysis where it is known that a disease may occur as a consequence of multiple risk factors with interactions is allocating the total risk of the disease among the individual risk factors. This problem, referred to here as risk apportionment, arises in various venues, including: (i) public health management, (ii) government programs for compensating injured individuals, and (iii) litigation. Two methods have been described in the risk analysis and epidemiology literature for allocating total risk among individual risk factors. One method uses weights to allocate interactions among the individual risk factors. The other method is based on risk accounting axioms and finding an optimal and unique allocation that satisfies the axioms using a procedure borrowed from game theory. Where relative risk or attributable risk is the risk measure, we find that the game-theory-determined allocation is the same as the allocation where risk factor interactions are apportioned to individual risk factors using equal weights. Therefore, the apportionment problem becomes one of selecting a meaningful set of weights for allocating interactions among the individual risk factors. Equal weights and weights proportional to the risks of the individual risk factors are discussed. © 2015 Society for Risk Analysis.

  12. Security-aware Virtual Machine Allocation in the Cloud: A Game Theoretic Approach

    DTIC Science & Technology

    2015-01-13

    predecessor, however, this paper used empirical evidence and actual data from running experiments on the Amazon EC2 cloud . They began by running all 5...is through effective VM allocation management of the cloud provider to ensure delivery of maximum security for all cloud users. The negative... Cloud : A Game Theoretic Approach 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER 5f

  13. A cognitive gateway-based spectrum sharing method in downlink round robin scheduling of LTE system

    NASA Astrophysics Data System (ADS)

    Deng, Hongyu; Wu, Cheng; Wang, Yiming

    2017-07-01

    A key technique of LTE is how to allocate efficiently the resource of radio spectrum. Traditional Round Robin (RR) scheduling scheme may lead to too many resource residues when allocating resources. When the number of users in the current transmission time interval (TTI) is not the greatest common divisor of resource block groups (RBGs), and such a phenomenon lasts for a long time, the spectrum utilization would be greatly decreased. In this paper, a novel spectrum allocation scheme of cognitive gateway (CG) was proposed, in which the LTE spectrum utilization and CG’s throughput were greatly increased by allocating idle resource blocks in the shared TTI in LTE system to CG. Our simulation results show that the spectrum resource sharing method can improve LTE spectral utilization and increase the CG’s throughput as well as network use time.

  14. Adversarial reasoning and resource allocation: the LG approach

    NASA Astrophysics Data System (ADS)

    Stilman, Boris; Yakhnis, Vladimir; Umanskiy, Oleg; Boyd, Ron

    2005-05-01

    Many existing automated tools purporting to model the intelligent enemy utilize a fixed battle plan for the enemy while using flexible decisions of human players for the friendly side. According to the Naval Studies Board, "It is an open secret and a point of distress ... that too much of the substantive content of such M&S has its origin in anecdote, ..., or a narrow construction tied to stereotypical current practices of 'doctrinally correct behavior.'" Clearly, such runs lack objectivity by being heavily skewed in favor of the friendly forces. Presently, the military branches employ a variety of game-based simulators and synthetic environments, with manual (i.e., user-based) decision-making, for training and other purposes. However, without an ability to automatically generate the best strategies, tactics, and COA, the games serve mostly to display the current situation rather than form a basis for automated decision-making and effective training. We solve the problem of adversarial reasoning as a gaming problem employing Linguistic Geometry (LG), a new type of game theory demonstrating significant increase in size in gaming problems solvable in real and near-real time. It appears to be a viable approach for solving such practical problems as mission planning and battle management. Essentially, LG may be structured into two layers: game construction and game solving. Game construction includes construction of a game called an LG hypergame based on a hierarchy of Abstract Board Games (ABG). Game solving includes resource allocation for constructing an advantageous initial game state and strategy generation to reach a desirable final game state in the course of the game.

  15. Sperm competition games when males invest in paternal care.

    PubMed

    Requena, Gustavo S; Alonzo, Suzanne H

    2017-08-16

    Sperm competition games investigate how males partition limited resources between pre- and post-copulatory competition. Although extensive research has explored how various aspects of mating systems affect this allocation, male allocation between mating, fertilization and parental effort has not previously been considered. Yet, paternal care can be energetically expensive and males are generally predicted to adjust their parental effort in response to expected paternity. Here, we incorporate parental effort into sperm competition games, particularly exploring how the relationship between paternal care and offspring survival affects sperm competition and the relationship between paternity and paternal care. Our results support existing expectations that (i) fertilization effort should increase with female promiscuity and (ii) paternal care should increase with expected paternity. However, our analyses also reveal that the cost of male care can drive the strength of these patterns. When paternal behaviour is energetically costly, increased allocation to parental effort constrains allocation to fertilization effort. As paternal care becomes less costly, the association between paternity and paternal care weakens and may even be absent. By explicitly considering variation in sperm competition and the cost of male care, our model provides an integrative framework for predicting the interaction between paternal care and patterns of paternity. © 2017 The Author(s).

  16. Spectrum and power allocation in cognitive multi-beam satellite communications with flexible satellite payloads

    NASA Astrophysics Data System (ADS)

    Liu, Zhihui; Wang, Haitao; Dong, Tao; Yin, Jie; Zhang, Tingting; Guo, Hui; Li, Dequan

    2018-02-01

    In this paper, the cognitive multi-beam satellite system, i.e., two satellite networks coexist through underlay spectrum sharing, is studied, and the power and spectrum allocation method is employed for interference control and throughput maximization. Specifically, the multi-beam satellite with flexible payload reuses the authorized spectrum of the primary satellite, adjusting its transmission band as well as power for each beam to limit its interference on the primary satellite below the prescribed threshold and maximize its own achievable rate. This power and spectrum allocation problem is formulated as a mixed nonconvex programming. For effective solving, we first introduce the concept of signal to leakage plus noise ratio (SLNR) to decouple multiple transmit power variables in the both objective and constraint, and then propose a heuristic algorithm to assign spectrum sub-bands. After that, a stepwise plus slice-wise algorithm is proposed to implement the discrete power allocation. Finally, simulation results show that adopting cognitive technology can improve spectrum efficiency of the satellite communication.

  17. How trees allocate carbon for optimal growth: insight from a game-theoretic model.

    PubMed

    Fu, Liyong; Sun, Lidan; Han, Hao; Jiang, Libo; Zhu, Sheng; Ye, Meixia; Tang, Shouzheng; Huang, Minren; Wu, Rongling

    2017-02-01

    How trees allocate photosynthetic products to primary height growth and secondary radial growth reflects their capacity to best use environmental resources. Despite substantial efforts to explore tree height-diameter relationship empirically and through theoretical modeling, our understanding of the biological mechanisms that govern this phenomenon is still limited. By thinking of stem woody biomass production as an ecological system of apical and lateral growth components, we implement game theory to model and discern how these two components cooperate symbiotically with each other or compete for resources to determine the size of a tree stem. This resulting allometry game theory is further embedded within a genetic mapping and association paradigm, allowing the genetic loci mediating the carbon allocation of stemwood growth to be characterized and mapped throughout the genome. Allometry game theory was validated by analyzing a mapping data of stem height and diameter growth over perennial seasons in a poplar tree. Several key quantitative trait loci were found to interpret the process and pattern of stemwood growth through regulating the ecological interactions of stem apical and lateral growth. The application of allometry game theory enables the prediction of the situations in which the cooperation, competition or altruism is an optimal decision of a tree to fully use the environmental resources it owns. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  18. Evidence for increased behavioral control by punishment in children with attention-deficit hyperactivity disorder.

    PubMed

    Furukawa, Emi; Alsop, Brent; Sowerby, Paula; Jensen, Stephanie; Tripp, Gail

    2017-03-01

    The behavioral sensitivity of children with ADHD to punishment has received limited theoretical and experimental attention. This study evaluated the effects of punishment on the response allocation of children with ADHD and typically developing children. Two hundred and ten children, 145 diagnosed with ADHD, completed an operant task in which they chose between playing two simultaneously available games. Reward was arranged symmetrically across the games under concurrent variable interval schedules. Asymmetric punishment schedules were superimposed; responses on one game were punished four times as often as responses on the other. Both groups allocated more of their responses to the less frequently punished alternative. Response bias increased significantly in the ADHD group during later trials, resulting in missed reward trials and reduced earnings. Punishment exerted greater control over the response allocation of children with ADHD with increased time on task. Children with ADHD appear more sensitive to the cumulative effects of punishment than typically developing children. © 2016 Association for Child and Adolescent Mental Health.

  19. Quantum game application to spectrum scarcity problems

    NASA Astrophysics Data System (ADS)

    Zabaleta, O. G.; Barrangú, J. P.; Arizmendi, C. M.

    2017-01-01

    Recent spectrum-sharing research has produced a strategy to address spectrum scarcity problems. This novel idea, named cognitive radio, considers that secondary users can opportunistically exploit spectrum holes left temporarily unused by primary users. This presents a competitive scenario among cognitive users, making it suitable for game theory treatment. In this work, we show that the spectrum-sharing benefits of cognitive radio can be increased by designing a medium access control based on quantum game theory. In this context, we propose a model to manage spectrum fairly and effectively, based on a multiple-users multiple-choice quantum minority game. By taking advantage of quantum entanglement and quantum interference, it is possible to reduce the probability of collision problems commonly associated with classic algorithms. Collision avoidance is an essential property for classic and quantum communications systems. In our model, two different scenarios are considered, to meet the requirements of different user strategies. The first considers sensor networks where the rational use of energy is a cornerstone; the second focuses on installations where the quality of service of the entire network is a priority.

  20. Learning to multitask: effects of video game practice on electrophysiological indices of attention and resource allocation.

    PubMed

    Maclin, Edward L; Mathewson, Kyle E; Low, Kathy A; Boot, Walter R; Kramer, Arthur F; Fabiani, Monica; Gratton, Gabriele

    2011-09-01

    Changes in attention allocation with complex task learning reflect processing automatization and more efficient control. We studied these changes using ERP and EEG spectral analyses in subjects playing Space Fortress, a complex video game comprising standard cognitive task components. We hypothesized that training would free up attentional resources for a secondary auditory oddball task. Both P3 and delta EEG showed a processing trade-off between game and oddball tasks, but only some game events showed reduced attention requirements with practice. Training magnified a transient increase in alpha power following both primary and secondary task events. This contrasted with alpha suppression observed when the oddball task was performed alone, suggesting that alpha may be related to attention switching. Hence, P3 and EEG spectral data are differentially sensitive to changes in attentional processing occurring with complex task training. Copyright © 2011 Society for Psychophysiological Research.

  1. Power allocation for SWIPT in K-user interference channels using game theory

    NASA Astrophysics Data System (ADS)

    Wen, Zhigang; Liu, Ying; Liu, Xiaoqing; Li, Shan; Chen, Xianya

    2018-12-01

    A simultaneous wireless information and power transfer system in interference channels of multi-users is considered. In this system, each transmitter sends one data stream to its targeted receiver, which causes interference to other receivers. Since all transmitter-receiver links want to maximize their own average transmission rate, a power allocation problem under the transmit power constraints and the energy-harvesting constraints is developed. To solve this problem, we propose a game theory framework. Then, we convert the game into a variational inequalities problem by establishing the connection between game theory and variational inequalities and solve the variational inequalities problem. Through theoretical analysis, the existence and uniqueness of Nash equilibrium are both guaranteed by the theory of variational inequalities. A distributed iterative alternating optimization water-filling algorithm is derived, which is proved to converge. Numerical results show that the proposed algorithm reaches fast convergence and achieves a higher sum rate than the unaided scheme.

  2. A trust-based sensor allocation algorithm in cooperative space search problems

    NASA Astrophysics Data System (ADS)

    Shen, Dan; Chen, Genshe; Pham, Khanh; Blasch, Erik

    2011-06-01

    Sensor allocation is an important and challenging problem within the field of multi-agent systems. The sensor allocation problem involves deciding how to assign a number of targets or cells to a set of agents according to some allocation protocol. Generally, in order to make efficient allocations, we need to design mechanisms that consider both the task performers' costs for the service and the associated probability of success (POS). In our problem, the costs are the used sensor resource, and the POS is the target tracking performance. Usually, POS may be perceived differently by different agents because they typically have different standards or means of evaluating the performance of their counterparts (other sensors in the search and tracking problem). Given this, we turn to the notion of trust to capture such subjective perceptions. In our approach, we develop a trust model to construct a novel mechanism that motivates sensor agents to limit their greediness or selfishness. Then we model the sensor allocation optimization problem with trust-in-loop negotiation game and solve it using a sub-game perfect equilibrium. Numerical simulations are performed to demonstrate the trust-based sensor allocation algorithm in cooperative space situation awareness (SSA) search problems.

  3. Improving the Numerical Knowledge of Children with Autism Spectrum Disorder: The Benefits of Linear Board Games

    ERIC Educational Resources Information Center

    Satsangi, Rajiv; Bofferding, Laura

    2017-01-01

    A lack of numerical knowledge early on can impede a child's academic development. In past research, playing linear board games improved children's understanding of numerical relations, which the authors theorised could extend to children with autism spectrum disorder. For this pilot study, 10 children played a board game where they moved tokens…

  4. Security Games Applied to Real-World: Research Contributions and Challenges

    DTIC Science & Technology

    2012-01-01

    Marecki, J.: GUARDS and PROTECT: Next Generation Applications of Security Games . SIGECOM 10 (March 2011) 31–34 4. Shieh, E ., An, B., Yang, R., Tambe...Steigerwald, E .: GUARDS - Game Theoretic Security Allocation on a National Scale. In: Proc. of The 10th International Conference on Autonomous Agents...Shieh, E ., Kiekintveld, C.: Refinement of Strong Stackelberg Equilibria in Security Games . In: Proc. of the 25th Conference on Artificial Intelligence

  5. Resource allocation in shared spectrum access communications for operators with diverse service requirements

    NASA Astrophysics Data System (ADS)

    Kibria, Mirza Golam; Villardi, Gabriel Porto; Ishizu, Kentaro; Kojima, Fumihide; Yano, Hiroyuki

    2016-12-01

    In this paper, we study inter-operator spectrum sharing and intra-operator resource allocation in shared spectrum access communication systems and propose efficient dynamic solutions to address both inter-operator and intra-operator resource allocation optimization problems. For inter-operator spectrum sharing, we present two competent approaches, namely the subcarrier gain-based sharing and fragmentation-based sharing, which carry out fair and flexible allocation of the available shareable spectrum among the operators subject to certain well-defined sharing rules, traffic demands, and channel propagation characteristics. The subcarrier gain-based spectrum sharing scheme has been found to be more efficient in terms of achieved throughput. However, the fragmentation-based sharing is more attractive in terms of computational complexity. For intra-operator resource allocation, we consider resource allocation problem with users' dissimilar service requirements, where the operator supports users with delay constraint and non-delay constraint service requirements, simultaneously. This optimization problem is a mixed-integer non-linear programming problem and non-convex, which is computationally very expensive, and the complexity grows exponentially with the number of integer variables. We propose less-complex and efficient suboptimal solution based on formulating exact linearization, linear approximation, and convexification techniques for the non-linear and/or non-convex objective functions and constraints. Extensive simulation performance analysis has been carried out that validates the efficiency of the proposed solution.

  6. Is it all about the self? The effect of self-control depletion on ultimatum game proposers

    PubMed Central

    Halali, Eliran; Bereby-Meyer, Yoella; Ockenfels, Axel

    2013-01-01

    In the ultimatum-game, as in many real-life social exchange situations, the selfish motive to maximize own gains conflicts with fairness preferences. In the present study we manipulated the availability of cognitive-control resources for ultimatum-game proposers to test whether preference for fairness is a deliberative cognitive-controlled act or an automatic act. In two experiments we found that a shortage of cognitive control (ego depletion) led proposers in the ultimatum game (UG) to propose significantly more equal split offers than non-depleted proposers. These results can be interpreted as resulting from an automatic concern for fairness, or from a greater fear of rejection, which would be in line with a purely self-interested response. To separate these competing explanations, in Experiment 2 we conducted a dictator-game in which the responder cannot reject the offer. In contrast to the increased fairness behavior demonstrated by depleted ultimatum-game proposers, we found that depleted dictator-game allocators chose the equal split significantly less often than non-depleted allocators. These results indicate that fairness preferences are automatically driven among UG proposers. The automatic fair behavior, however, at least partially reflects concern about self-interest gain. We discuss different explanations for these results. PMID:23781182

  7. Is it all about the self? The effect of self-control depletion on ultimatum game proposers.

    PubMed

    Halali, Eliran; Bereby-Meyer, Yoella; Ockenfels, Axel

    2013-01-01

    In the ultimatum-game, as in many real-life social exchange situations, the selfish motive to maximize own gains conflicts with fairness preferences. In the present study we manipulated the availability of cognitive-control resources for ultimatum-game proposers to test whether preference for fairness is a deliberative cognitive-controlled act or an automatic act. In two experiments we found that a shortage of cognitive control (ego depletion) led proposers in the ultimatum game (UG) to propose significantly more equal split offers than non-depleted proposers. These results can be interpreted as resulting from an automatic concern for fairness, or from a greater fear of rejection, which would be in line with a purely self-interested response. To separate these competing explanations, in Experiment 2 we conducted a dictator-game in which the responder cannot reject the offer. In contrast to the increased fairness behavior demonstrated by depleted ultimatum-game proposers, we found that depleted dictator-game allocators chose the equal split significantly less often than non-depleted allocators. These results indicate that fairness preferences are automatically driven among UG proposers. The automatic fair behavior, however, at least partially reflects concern about self-interest gain. We discuss different explanations for these results.

  8. Neural bases of selective attention in action video game players.

    PubMed

    Bavelier, D; Achtman, R L; Mani, M; Föcker, J

    2012-05-15

    Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits. A review of the aspects of attention enhanced in action game players suggests there are changes in the mechanisms that control attention allocation and its efficiency (Hubert-Wallander, Green, & Bavelier, 2010). The present study used brain imaging to test this hypothesis by comparing attentional network recruitment and distractor processing in action gamers versus non-gamers as attentional demands increased. Moving distractors were found to elicit lesser activation of the visual motion-sensitive area (MT/MST) in gamers as compared to non-gamers, suggestive of a better early filtering of irrelevant information in gamers. As expected, a fronto-parietal network of areas showed greater recruitment as attentional demands increased in non-gamers. In contrast, gamers barely engaged this network as attentional demands increased. This reduced activity in the fronto-parietal network that is hypothesized to control the flexible allocation of top-down attention is compatible with the proposal that action game players may allocate attentional resources more automatically, possibly allowing more efficient early filtering of irrelevant information. Copyright © 2011 Elsevier Ltd. All rights reserved.

  9. Video Game Access, Parental Rules, and Problem Behavior: A Study of Boys with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Engelhardt, Christopher R.; Mazurek, Micah O.

    2014-01-01

    Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to…

  10. Dynamic Function Allocation in Fighter Cockpits.

    DTIC Science & Technology

    1987-06-30

    their ability to play the video game simulation used in this study. This was done in an attempt to conceptually match the subject’s skills to those of...highly trained Air Force pilots. 4 Apparatus Simulation. A single seat fighter cockpit environment was simulated using the F-15 Strike Eagle video game developed...simulator containing three color CRTs. The video game was presented on the CRT located in the HUD position. The subjects controlled the game through a

  11. Language Learners & Computer Games: From "Space Invaders" to "Second Life"

    ERIC Educational Resources Information Center

    Stanley, Graham; Mawer, Kyle

    2008-01-01

    The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…

  12. An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks

    PubMed Central

    Salim, Shelly; Moh, Sangman

    2016-01-01

    A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead. PMID:27376290

  13. An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks.

    PubMed

    Salim, Shelly; Moh, Sangman

    2016-06-30

    A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead.

  14. Holding-time-aware asymmetric spectrum allocation in virtual optical networks

    NASA Astrophysics Data System (ADS)

    Lyu, Chunjian; Li, Hui; Liu, Yuze; Ji, Yuefeng

    2017-10-01

    Virtual optical networks (VONs) have been considered as a promising solution to support current high-capacity dynamic traffic and achieve rapid applications deployment. Since most of the network services (e.g., high-definition video service, cloud computing, distributed storage) in VONs are provisioned by dedicated data centers, needing different amount of bandwidth resources in both directions, the network traffic is mostly asymmetric. The common strategy, symmetric provisioning of traffic in optical networks, leads to a waste of spectrum resources in such traffic patterns. In this paper, we design a holding-time-aware asymmetric spectrum allocation module based on SDON architecture and an asymmetric spectrum allocation algorithm based on the module is proposed. For the purpose of reducing spectrum resources' waste, the algorithm attempts to reallocate the idle unidirectional spectrum slots in VONs, which are generated due to the asymmetry of services' bidirectional bandwidth. This part of resources can be exploited by other requests, such as short-time non-VON requests. We also introduce a two-dimensional asymmetric resource model for maintaining idle spectrum resources information of VON in spectrum and time domains. Moreover, a simulation is designed to evaluate the performance of the proposed algorithm, and results show that our proposed asymmetric spectrum allocation algorithm can improve the resource waste and reduce blocking probability.

  15. The games economists play: Why economics students behave more selfishly than other students

    PubMed Central

    Gerlach, Philipp

    2017-01-01

    Do economics students behave more selfishly than other students? Experiments involving monetary allocations suggest so. This article investigates the underlying motives for the economic students’ more selfish behavior by separating three potential explanatory mechanisms: economics students are less concerned with fairness when making allocation decisions; have a different notion of what is fair in allocations; or are more skeptical about other people’s allocations, which in turn makes them less willing to comply with a shared fairness norm. The three mechanisms were tested by inviting students from various disciplines to participate in a relatively novel experimental game and asking all participants to give reasons for their choices. Compared with students of other disciplines, economics students were about equally likely to mention fairness in their comments; had a similar notion of what was fair in the situation; however, they expected lower offers, made lower offers, and were less willing to enforce compliance with a fair allocation at a cost to themselves. The economics students’ lower expectations mediated their allocation decisions, suggesting that economics students behaved more selfishly because they expected others not to comply with the shared fairness norm. PMID:28873465

  16. The games economists play: Why economics students behave more selfishly than other students.

    PubMed

    Gerlach, Philipp

    2017-01-01

    Do economics students behave more selfishly than other students? Experiments involving monetary allocations suggest so. This article investigates the underlying motives for the economic students' more selfish behavior by separating three potential explanatory mechanisms: economics students are less concerned with fairness when making allocation decisions; have a different notion of what is fair in allocations; or are more skeptical about other people's allocations, which in turn makes them less willing to comply with a shared fairness norm. The three mechanisms were tested by inviting students from various disciplines to participate in a relatively novel experimental game and asking all participants to give reasons for their choices. Compared with students of other disciplines, economics students were about equally likely to mention fairness in their comments; had a similar notion of what was fair in the situation; however, they expected lower offers, made lower offers, and were less willing to enforce compliance with a fair allocation at a cost to themselves. The economics students' lower expectations mediated their allocation decisions, suggesting that economics students behaved more selfishly because they expected others not to comply with the shared fairness norm.

  17. Concurrent performance in a three-alternative choice situation: response allocation in a Rock/Paper/Scissors game.

    PubMed

    Kangas, Brian D; Berry, Meredith S; Cassidy, Rachel N; Dallery, Jesse; Vaidya, Manish; Hackenberg, Timothy D

    2009-10-01

    Adult human subjects engaged in a simulated Rock/Paper/Scissors game against a computer opponent. The computer opponent's responses were determined by programmed probabilities that differed across 10 blocks of 100 trials each. Response allocation in Experiment 1 was well described by a modified version of the generalized matching equation, with undermatching observed in all subjects. To assess the effects of instructions on response allocation, accurate probability-related information on how the computer was programmed to respond was provided to subjects in Experiment 2. Five of 6 subjects played the counter response of the computer's dominant programmed response near-exclusively (e.g., subjects played paper almost exclusively if the probability of rock was high), resulting in minor overmatching, and higher reinforcement rates relative to Experiment 1. On the whole, the study shows that the generalized matching law provides a good description of complex human choice in a gaming context, and illustrates a promising set of laboratory methods and analytic techniques that capture important features of human choice outside the laboratory.

  18. To give or not to give: children's and adolescents' sharing and moral negotiations in economic decision situations.

    PubMed

    Gummerum, Michaela; Keller, Monika; Takezawa, Masanori; Mata, Jutta

    2008-01-01

    This study interconnects developmental psychology of fair and moral behavior with economic game theory. One hundred eighty-nine 9- to 17-year-old students shared a sum of money as individuals and groups with another anonymous group (dictator game). Individual allocations did not differ by age but did by gender and were predicted by participants' preferences for fair allocations. Group decision making followed a majority process. Level of moral reasoning did not predict individual offers, but group members with a higher moral reasoning ability were more influential during group negotiations and in influencing group outcomes. The youngest participants justified offers more frequently by referring to simple distribution principles. Older participants employed more complex reasons to justify deviations from allocation principles.

  19. Variation in cooperative behaviour within a single city.

    PubMed

    Nettle, Daniel; Colléony, Agathe; Cockerill, Maria

    2011-01-01

    Human cooperative behaviour, as assayed by decisions in experimental economic dilemmas such as the Dictator Game, is variable across human populations. Within-population variation has been less well studied, especially within industrial societies. Moreover, little is known about the extent to which community-level variation in Dictator Game behaviour relates to community-level variation in real-world social behaviour. We chose two neighbourhoods of the city of Newcastle upon Tyne that were similar in most regards, but at opposite ends of the spectrum in terms of level of socioeconomic deprivation. We administered Dictator Games to randomly-selected residents, and also gathered a large number of more naturalistic measures of cooperativeness. There were dramatic differences in Dictator Game behaviour between the two neighbourhoods, with the mean allocation to the other player close to half the stake in the affluent neighbourhood, and close to one tenth of the stake in the deprived neighbourhood. Moreover, the deprived neighbourhood was also characterised by lower self-reported social capital, higher frequencies of crime and antisocial behaviour, a higher frequency of littering, and less willingness to take part in a survey or return a lost letter. On the other hand, there were no differences between the neighbourhoods in terms of the probability of helping a person who dropped an object, needed directions to a hospital, or needed to make change for a coin, and people on the streets were less likely to be alone in the deprived neighbourhood than the affluent one. We conclude that there can be dramatic local differences in cooperative behaviour within the same city, and that these need further theoretical explanation.

  20. Variation in Cooperative Behaviour within a Single City

    PubMed Central

    Nettle, Daniel; Colléony, Agathe; Cockerill, Maria

    2011-01-01

    Human cooperative behaviour, as assayed by decisions in experimental economic dilemmas such as the Dictator Game, is variable across human populations. Within-population variation has been less well studied, especially within industrial societies. Moreover, little is known about the extent to which community-level variation in Dictator Game behaviour relates to community-level variation in real-world social behaviour. We chose two neighbourhoods of the city of Newcastle upon Tyne that were similar in most regards, but at opposite ends of the spectrum in terms of level of socioeconomic deprivation. We administered Dictator Games to randomly-selected residents, and also gathered a large number of more naturalistic measures of cooperativeness. There were dramatic differences in Dictator Game behaviour between the two neighbourhoods, with the mean allocation to the other player close to half the stake in the affluent neighbourhood, and close to one tenth of the stake in the deprived neighbourhood. Moreover, the deprived neighbourhood was also characterised by lower self-reported social capital, higher frequencies of crime and antisocial behaviour, a higher frequency of littering, and less willingness to take part in a survey or return a lost letter. On the other hand, there were no differences between the neighbourhoods in terms of the probability of helping a person who dropped an object, needed directions to a hospital, or needed to make change for a coin, and people on the streets were less likely to be alone in the deprived neighbourhood than the affluent one. We conclude that there can be dramatic local differences in cooperative behaviour within the same city, and that these need further theoretical explanation. PMID:22046411

  1. Robust allocation of a defensive budget considering an attacker's private information.

    PubMed

    Nikoofal, Mohammad E; Zhuang, Jun

    2012-05-01

    Attackers' private information is one of the main issues in defensive resource allocation games in homeland security. The outcome of a defense resource allocation decision critically depends on the accuracy of estimations about the attacker's attributes. However, terrorists' goals may be unknown to the defender, necessitating robust decisions by the defender. This article develops a robust-optimization game-theoretical model for identifying optimal defense resource allocation strategies for a rational defender facing a strategic attacker while the attacker's valuation of targets, being the most critical attribute of the attacker, is unknown but belongs to bounded distribution-free intervals. To our best knowledge, no previous research has applied robust optimization in homeland security resource allocation when uncertainty is defined in bounded distribution-free intervals. The key features of our model include (1) modeling uncertainty in attackers' attributes, where uncertainty is characterized by bounded intervals; (2) finding the robust-optimization equilibrium for the defender using concepts dealing with budget of uncertainty and price of robustness; and (3) applying the proposed model to real data. © 2011 Society for Risk Analysis.

  2. Seeing beyond borders: a game theoretic approach to anticipate the effect of satellite monitoring data on transboundary freshwater allocation.

    NASA Astrophysics Data System (ADS)

    Muller, M. F.; Gorelick, S.; Muller-Itten, M. C.

    2015-12-01

    The allocation of transboundary freshwater resources is a ubiquitous challenge with direct repercussions on the political stability of the concerned region. Under the right conditions, the need to share scarce water resources can act as a catalyst for dialogue between otherwise hostile neighbors. Yet the strategic reluctance of the involved parties to share water diversion and use data remains a major barrier that raises the probability of conflict. In that context, high-quality satellite data are progressively available to monitor water resources beyond political boundaries. These datasets have an increasing role to play in the allocation of shared waters. We develop a game theoretical framework to predict their effect on transboundary water negotiations. We consider repetitions of a game between two countries that have a water allocation agreement for transboundary river flow. The upstream country can observe the available flow in any given year and decide whether or not to provide her neighbor with the agreed upon river discharge. The downstream country cannot observe the initially available flow. He only observes the water allocated provided by his upstream neighbor and can take actions to impose a sanction on her if he can confidently determine that the agreement has been breached. In that context, satellite monitoring data will affect the informational advantage of the upstream country and increase her probability of either abiding by the agreement or being caught when breaching it. We find that the informed equilibrium will produce a lower probability of conflict, but changes in both players' positions regarding equitable allocation may destabilize the existing agreement in the short term.

  3. Validation of Functional Reaching Volume as an Outcome Measure across the Spectrum of Abilities in Muscular Dystrophy

    DTIC Science & Technology

    2017-09-01

    interactive video game regardless of ambulatory status. The objective of this project is to produce a trial ready outcome measure that will enable clinical...custom-designed video game using the Microsoft Kinect camera, measures functional reaching volume (FRV) across the spectrum of the disease in DMD...Kinect, video game , clinical trial readiness, neuromuscular disease, Soliton, functional reaching volume 3. ACCOMPLISHMENTS: The PI is reminded

  4. Frequency Allocations for Unmanned Aircraft Systems in the National Airspace. Access 5 White Paper to the WRC Advisory Committee

    NASA Technical Reports Server (NTRS)

    2006-01-01

    A critical aspect of the Access 5 program is identifying appropriate spectrum for civil and commercial purposes. However, currently, there is no spectrum allocated for the command/control link between the aircraft control station and the unmanned aircraft. Until such frequency spectrum is allocated and approved, it will be difficult for the UAS community to obtain civil airworthiness certification and operate in the NAS on a routine basis. This document provides a perspective from the UAS community on Agenda Items being considered for the upcoming World Radiocommunication Conference 2007 (WRC 07). Primarily, it supports the proposal to add Aeronautical Mobile (Route) Services (AM(R)S) to existing bands that could be used for UAS Line-of-Sight operations. It also recommends the need to identify spectrum that could be used for an Aeronautical Mobile Satellite (Route) Service (AMS(R)S) that would allow UAS to operate Beyond Line-of-Sight. If spectrum is made available to provide these services, it will then be incumbent upon the UAS community to justify their use of this spectrum as well as the assurance that they will not interfere with other users of this newly allocated spectrum.

  5. Energy-efficient downlink resource management in self-organized OFDMA-based two-tier femtocell networks

    NASA Astrophysics Data System (ADS)

    Shahid, Adnan; Aslam, Saleem; Kim, Hyung Seok; Lee, Kyung-Geun

    2015-12-01

    Femtocell is a novel technology that is used for escalating indoor coverage as well as the capacity of traditional cellular networks. However, interference is the limiting factor for performance improvement due to co-channel deployment between macrocells and femtocells. The traditional network planning is not feasible because of the random deployment of femtocells. Therefore, self-organization approaches are the key to having successful deployment of femtocells. This study presents the joint resource block (RB) and power allocation task for the two-tier femtocell network in a self-organizing manner, with the concern to minimizing the impact of interference and maximizing the energy efficiency. In this study, we analyze the performance of the system in terms of the energy efficiency, which is composed of both the transmission and circuit power. Most of the previous studies investigate the performance regarding the throughput requirement of the two-tier femtocell network while the energy efficiency aspect is largely ignored. Here, the joint allocation task is modeled as a non-cooperative game which is demonstrated to exhibit pure and unique Nash equilibrium. In order to reduce the complexity of the proposed non-cooperative game, the joint RB and power allocation task is divided into two subproblems: an RB allocation and a particle swarm optimization-based power allocation. The analysis of the proposed game is carried out in terms of not only energy efficiency but also throughput. With practical 3rd Generation Partnership Project (3GPP) Long-Term Evolution (LTE) parameters, the simulation results illustrate the superior performance of the proposed game as compared to the traditional methods. Also, the comparison is carried out with the joint allocation scheme which only considers the throughput as the objective function. The results illustrate that significant performance improvement is achieved in terms of energy efficiency with slight loss in the throughput. The analysis in regard to energy efficiency and throughput of the two-tier femtocell network is carried out in terms of the performance metrics, which include convergence, impact of varying RBs, impact of femtocell density, and the fairness index.

  6. An Exploration of Cognitive Agility as Quantified by Attention Allocation in a Complex Environment

    DTIC Science & Technology

    2017-03-01

    quantified by eye-tracking data collected while subjects played a military-relevant cognitive agility computer game (Make Goal), to determine whether...subjects played a military-relevant cognitive agility computer game (Make Goal), to determine whether certain patterns are associated with effective...Group and Control Group on Eye Tracking and Game Performance .....................36 3. Comparison between High and Low Performers on Eye tracking and

  7. Distributed Multi-Cell Resource Allocation with Price Based ICI Coordination in Downlink OFDMA Networks

    NASA Astrophysics Data System (ADS)

    Lv, Gangming; Zhu, Shihua; Hui, Hui

    Multi-cell resource allocation under minimum rate request for each user in OFDMA networks is addressed in this paper. Based on Lagrange dual decomposition theory, the joint multi-cell resource allocation problem is decomposed and modeled as a limited-cooperative game, and a distributed multi-cell resource allocation algorithm is thus proposed. Analysis and simulation results show that, compared with non-cooperative iterative water-filling algorithm, the proposed algorithm can remarkably reduce the ICI level and improve overall system performances.

  8. Training Effectiveness Evaluation of the Full Spectrum Command Game

    DTIC Science & Technology

    2004-01-01

    Fifty-four officers in the Infantry Captains Career Course at Fort Benning, Georgia, participated in a training effectiveness evaluation of a video ... game named Full Spectrum Command (FSC). Half were assigned to play FSC and participate in normal course work for commanding a light Infantry company in

  9. Pathological game use in adults with and without Autism Spectrum Disorder

    PubMed Central

    Engelhardt, Christopher R.

    2017-01-01

    This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD. PMID:28663933

  10. Pathological game use in adults with and without Autism Spectrum Disorder.

    PubMed

    Engelhardt, Christopher R; Mazurek, Micah O; Hilgard, Joseph

    2017-01-01

    This study tested whether adults with autism spectrum disorder (ASD) are at higher risk for pathological game use than typically developing (TD) adults. Participants included 119 adults with and without ASD. Participants completed measures assessing daily hours of video game use, percent of free time spent playing video games, and symptoms of pathological game use. The results indicated that adults with ASD endorsed more symptoms of video game pathology than did TD adults. This relationship was strong, enjoying 300,000-to-1 odds in Bayesian model comparison. Results also showed that adults with ASD spent more daily hours playing video games and spent a higher percent of their free time playing video games than did TD adults. Even after adjustment for these differences in daily video game hours and proportion of free time spent on games, model comparisons found evidence for a difference in game pathology scores associated with ASD status. Additionally, escapism motives for playing video games was associated with game pathology scores in both ASD and TD adults, replicating and extending a previous report. In conclusion, the risk for pathological game use appears larger in adults with ASD compared with TD adults. These findings point to pathological game use as a potentially important focus of clinical attention in adults with ASD.

  11. Claim Your Powers.

    ERIC Educational Resources Information Center

    Update on Law-Related Education, 1986

    1986-01-01

    Presents a game which has students interpret Articles I, II, and III of the U.S. Constitution to understand the allocation of powers among the 3 branches of government. The game helps students understand the interaction between the 3 branches of government, stressing the separation of powers and the system of checks and balances. (JDH)

  12. ADVERTISING EXPENDITURES - A GAME OF STRATEGY

    DTIC Science & Technology

    The paper considers the problem of optimally allocating advertising funds from a game theory point of view. Two basic models are presented and then...One of the more interesting extensions of the basic model is the development of a relation between the amount of money spent on advertising and profit.

  13. Attentional Allocation of Autism Spectrum Disorder Individuals: Searching for a Face-in-the-Crowd

    ERIC Educational Resources Information Center

    Moore, David J.; Reidy, John; Heavey, Lisa

    2016-01-01

    A study is reported which tests the proposition that faces capture the attention of those with autism spectrum disorders less than a typical population. A visual search task based on the Face-in-the-Crowd paradigm was used to examine the attentional allocation of autism spectrum disorder adults for faces. Participants were required to search for…

  14. Emergent Leadership and Team Effectiveness on a Team Resource Allocation Task

    DTIC Science & Technology

    1987-10-01

    equivalent training and experience on this task, but they had different levels of experience with computers and video games . This differential experience...typed: that is. it is sex-typed to the extent that males spend mnore time on related instrumeuts like computers and video games . However. the sex...perform better or worse than less talkative teams? Did teams with much computer and ’or video game experience perform better than inexperienced teams

  15. Emerging Telecommunications Technologies (Part 2). Hearing before the Subcommittee on Telecommunications and Finance of the Committee on Energy and Commerce on H.R. 1407, a Bill To Establish Procedures To Improve the Allocation and Assignment to the Electromagnetic Spectrum. House of Representatives, One Hundred Second Congress, First Session.

    ERIC Educational Resources Information Center

    Congress of the U.S., Washington, DC. House Committee on Energy and Commerce.

    A discussion of H.R. 1407, a bill to establish procedures to improve the allocation and assignment to the electromagnetic spectrum centered on the current policy of allocating portions of the spectrum through lotteries and auction. This report includes a copy of the bill, the text of testimony presented and materials submitted for the record, and…

  16. Bandwidth auction for SVC streaming in dynamic multi-overlay

    NASA Astrophysics Data System (ADS)

    Xiong, Yanting; Zou, Junni; Xiong, Hongkai

    2010-07-01

    In this paper, we study the optimal bandwidth allocation for scalable video coding (SVC) streaming in multiple overlays. We model the whole bandwidth request and distribution process as a set of decentralized auction games between the competing peers. For the upstream peer, a bandwidth allocation mechanism is introduced to maximize the aggregate revenue. For the downstream peer, a dynamic bidding strategy is proposed. It achieves maximum utility and efficient resource usage by collaborating with a content-aware layer dropping/adding strategy. Also, the convergence of the proposed auction games is theoretically proved. Experimental results show that the auction strategies can adapt to dynamic join of competing peers and video layers.

  17. Economic aspects of spectrum management

    NASA Technical Reports Server (NTRS)

    Stibolt, R. D.

    1979-01-01

    Problems associated with the allocation of the radio frequency spectrum are addressed. It is observed that the current method very likely does not allocate the resource to those most valuing its use. Ecomonic criteria by which the effectiveness of resource allocation schemes can be judged are set forth and some thoughts on traditional objections to implementation of market characteristics into frequency allocation are offered. The problem of dividing orbit and spectrum between two satellite services sharing the same band but having significantly different system characteristics is discussed. The problem is compounded by the likelihood that one service will commence operation much sooner than the other. Some alternative schemes are offered that, within proper international constraints, could achieve a desired flexibility in the division of orbit and frequency between the two services domestically over the next several years.

  18. A game theory-reinforcement learning (GT-RL) method to develop optimal operation policies for multi-operator reservoir systems

    NASA Astrophysics Data System (ADS)

    Madani, Kaveh; Hooshyar, Milad

    2014-11-01

    Reservoir systems with multiple operators can benefit from coordination of operation policies. To maximize the total benefit of these systems the literature has normally used the social planner's approach. Based on this approach operation decisions are optimized using a multi-objective optimization model with a compound system's objective. While the utility of the system can be increased this way, fair allocation of benefits among the operators remains challenging for the social planner who has to assign controversial weights to the system's beneficiaries and their objectives. Cooperative game theory provides an alternative framework for fair and efficient allocation of the incremental benefits of cooperation. To determine the fair and efficient utility shares of the beneficiaries, cooperative game theory solution methods consider the gains of each party in the status quo (non-cooperation) as well as what can be gained through the grand coalition (social planner's solution or full cooperation) and partial coalitions. Nevertheless, estimation of the benefits of different coalitions can be challenging in complex multi-beneficiary systems. Reinforcement learning can be used to address this challenge and determine the gains of the beneficiaries for different levels of cooperation, i.e., non-cooperation, partial cooperation, and full cooperation, providing the essential input for allocation based on cooperative game theory. This paper develops a game theory-reinforcement learning (GT-RL) method for determining the optimal operation policies in multi-operator multi-reservoir systems with respect to fairness and efficiency criteria. As the first step to underline the utility of the GT-RL method in solving complex multi-agent multi-reservoir problems without a need for developing compound objectives and weight assignment, the proposed method is applied to a hypothetical three-agent three-reservoir system.

  19. Eavesdropping-aware routing and spectrum allocation based on multi-flow virtual concatenation for confidential information service in elastic optical networks

    NASA Astrophysics Data System (ADS)

    Bai, Wei; Yang, Hui; Yu, Ao; Xiao, Hongyun; He, Linkuan; Feng, Lei; Zhang, Jie

    2018-01-01

    The leakage of confidential information is one of important issues in the network security area. Elastic Optical Networks (EON) as a promising technology in the optical transport network is under threat from eavesdropping attacks. It is a great demand to support confidential information service (CIS) and design efficient security strategy against the eavesdropping attacks. In this paper, we propose a solution to cope with the eavesdropping attacks in routing and spectrum allocation. Firstly, we introduce probability theory to describe eavesdropping issue and achieve awareness of eavesdropping attacks. Then we propose an eavesdropping-aware routing and spectrum allocation (ES-RSA) algorithm to guarantee information security. For further improving security and network performance, we employ multi-flow virtual concatenation (MFVC) and propose an eavesdropping-aware MFVC-based secure routing and spectrum allocation (MES-RSA) algorithm. The presented simulation results show that the proposed two RSA algorithms can both achieve greater security against the eavesdropping attacks and MES-RSA can also improve the network performance efficiently.

  20. Effects of Violent-Video-Game Exposure on Aggressive Behavior, Aggressive-Thought Accessibility, and Aggressive Affect Among Adults With and Without Autism Spectrum Disorder.

    PubMed

    Engelhardt, Christopher R; Mazurek, Micah O; Hilgard, Joseph; Rouder, Jeffrey N; Bartholow, Bruce D

    2015-08-01

    Recent mass shootings have prompted the idea among some members of the public that exposure to violent video games can have a pronounced effect on individuals with autism spectrum disorder (ASD). Empirical evidence for or against this claim has been missing, however. To address this issue, we assigned adults with and without ASD to play a violent or nonviolent version of a customized first-person shooter video game. After they played the game, we assessed three aggression-related outcome variables (aggressive behavior, aggressive-thought accessibility, and aggressive affect). Results showed strong evidence that adults with ASD, compared with typically developing adults, are not differentially affected by acute exposure to violent video games. Moreover, model comparisons provided modest evidence against any effect of violent game content whatsoever. Findings from this experiment suggest that societal concerns that exposure to violent games may have a unique effect on adults with autism are not supported by evidence. © The Author(s) 2015.

  1. On the Inefficiency of Equilibria in Linear Bottleneck Congestion Games

    NASA Astrophysics Data System (ADS)

    de Keijzer, Bart; Schäfer, Guido; Telelis, Orestis A.

    We study the inefficiency of equilibrium outcomes in bottleneck congestion games. These games model situations in which strategic players compete for a limited number of facilities. Each player allocates his weight to a (feasible) subset of the facilities with the goal to minimize the maximum (weight-dependent) latency that he experiences on any of these facilities. We derive upper and (asymptotically) matching lower bounds on the (strong) price of anarchy of linear bottleneck congestion games for a natural load balancing social cost objective (i.e., minimize the maximum latency of a facility). We restrict our studies to linear latency functions. Linear bottleneck congestion games still constitute a rich class of games and generalize, for example, load balancing games with identical or uniformly related machines with or without restricted assignments.

  2. 25 CFR 290.12 - What information must the tribal revenue allocation plan contain?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... incompetents' per capita payments by the parent or legal guardian; and (iii) Establishing a process, system, or... according to specific eligibility requirements and must utilize or establish a tribal court system, forum or administrative process for resolution of disputes concerning the allocation of net gaming revenues and the...

  3. The routing, modulation level, and spectrum allocation algorithm in the virtual optical network mapping

    NASA Astrophysics Data System (ADS)

    Wang, Yunyun; Li, Hui; Liu, Yuze; Ji, Yuefeng; Li, Hongfa

    2017-10-01

    With the development of large video services and cloud computing, the network is increasingly in the form of services. In SDON, the SDN controller holds the underlying physical resource information, thus allocating the appropriate resources and bandwidth to the VON service. However, for some services that require extremely strict QoT (quality of transmission), the shortest distance path algorithm is often unable to meet the requirements because it does not take the link spectrum resources into account. And in accordance with the choice of the most unoccupied links, there may be more spectrum fragments. So here we propose a new RMLSA (the routing, modulation Level, and spectrum allocation) algorithm to reduce the blocking probability. The results show about 40% less blocking probability than the shortest-distance algorithm and the minimum usage of the spectrum priority algorithm. This algorithm is used to satisfy strict request of QoT for demands.

  4. Accidental Outcomes Guide Punishment in a “Trembling Hand” Game

    PubMed Central

    Cushman, Fiery; Dreber, Anna; Wang, Ying; Costa, Jay

    2009-01-01

    How do people respond to others' accidental behaviors? Reward and punishment for an accident might depend on the actor's intentions, or instead on the unintended outcomes she brings about. Yet, existing paradigms in experimental economics do not include the possibility of accidental monetary allocations. We explore the balance of outcomes and intentions in a two-player economic game where monetary allocations are made with a “trembling hand”: that is, intentions and outcomes are sometimes mismatched. Player 1 allocates $10 between herself and Player 2 by rolling one of three dice. One die has a high probability of a selfish outcome, another has a high probability of a fair outcome, and the third has a high probability of a generous outcome. Based on Player 1's choice of die, Player 2 can infer her intentions. However, any of the three die can yield any of the three possible outcomes. Player 2 is given the opportunity to respond to Player 1's allocation by adding to or subtracting from Player 1's payoff. We find that Player 2's responses are influenced substantially by the accidental outcome of Player 1's roll of the die. Comparison to control conditions suggests that in contexts where the allocation is at least partially under the control of Player 1, Player 2 will punish Player 1 accountable for unintentional negative outcomes. In addition, Player 2's responses are influenced by Player 1's intention. However, Player 2 tends to modulate his responses substantially more for selfish intentions than for generous intentions. This novel economic game provides new insight into the psychological mechanisms underlying social preferences for fairness and retribution. PMID:19707578

  5. Time-aware service-classified spectrum defragmentation algorithm for flex-grid optical networks

    NASA Astrophysics Data System (ADS)

    Qiu, Yang; Xu, Jing

    2018-01-01

    By employing sophisticated routing and spectrum assignment (RSA) algorithms together with a finer spectrum granularity (namely frequency slot) in resource allocation procedures, flex-grid optical networks can accommodate diverse kinds of services with high spectrum-allocation flexibility and resource-utilization efficiency. However, the continuity and the contiguity constraints in spectrum allocation procedures may always induce some isolated, small-sized, and unoccupied spectral blocks (known as spectrum fragments) in flex-grid optical networks. Although these spectrum fragments are left unoccupied, they can hardly be utilized by the subsequent service requests directly because of their spectral characteristics and the constraints in spectrum allocation. In this way, the existence of spectrum fragments may exhaust the available spectrum resources for a coming service request and thus worsens the networking performance. Therefore, many reactive defragmentation algorithms have been proposed to handle the fragmented spectrum resources via re-optimizing the routing paths and the spectrum resources for the existing services. But the routing-path and the spectrum-resource re-optimization in reactive defragmentation algorithms may possibly disrupt the traffic of the existing services and require extra components. By comparison, some proactive defragmentation algorithms (e.g. fragmentation-aware algorithms) were proposed to suppress spectrum fragments from their generation instead of handling the fragmented spectrum resources. Although these proactive defragmentation algorithms induced no traffic disruption and required no extra components, they always left the generated spectrum fragments unhandled, which greatly affected their efficiency in spectrum defragmentation. In this paper, by comprehensively considering the characteristics of both the reactive and the proactive defragmentation algorithms, we proposed a time-aware service-classified (TASC) spectrum defragmentation algorithm, which simultaneously employed proactive and reactive mechanisms in suppressing spectrum fragments with the awareness of services' types and their duration times. By dividing the spectrum resources into several flexible groups according to services' types and limiting both the spectrum allocation and the spectrum re-tuning for a certain service inside one specific spectrum group according to its type, the proposed TASC defragmentation algorithm cannot only suppress spectrum fragments from generation inside each spectrum group, but also handle the fragments generated between two adjacent groups. In this way, the proposed TASC algorithm gains higher efficiency in suppressing spectrum fragments than both the reactive and the proactive defragmentation algorithms. Additionally, as the generation of spectrum fragments is retrained between spectrum groups and the defragmentation procedure is limited inside each spectrum group, the induced traffic disruption for the existing services can be possibly reduced. Besides, the proposed TASC defragmentation algorithm always re-tunes the spectrum resources of the service with the maximum duration time first in spectrum defragmentation procedure, which can further reduce spectrum fragments because of the fact that the services with longer duration times always have higher possibility in inducing spectrum fragments than the services with shorter duration times. The simulation results show that the proposed TASC defragmentation algorithm can significantly reduce the number of the generated spectrum fragments while improving the service blocking performance.

  6. Colonel Blotto Games and Lancaster's Equations: A Novel Military Modeling Combination

    NASA Technical Reports Server (NTRS)

    Collins, Andrew J.; Hester, Patrick T.

    2012-01-01

    Military strategists face a difficult task when engaged in a battle against an adversarial force. They have to predict both what tactics their opponent will employ and the outcomes of any resultant conflicts in order to make the best decision about their actions. Game theory has been the dominant technique used by analysts to investigate the possible actions that an enemy will employ. Traditional game theory can be augmented by use of Lanchester equations, a set of differential equations used to determine the outcome of a conflict. This paper demonstrates a novel combination of game theory and Lanchester equations using Colonel Blotto games. Colonel Blotto games, which are one of the oldest applications of game theory to the military domain, look at the allocation of troops and resources when fighting across multiple areas of operation. This paper demonstrates that employing Lanchester equations within a game overcomes some of practical problems faced when applying game theory.

  7. Video game use in boys with autism spectrum disorder, ADHD, or typical development.

    PubMed

    Mazurek, Micah O; Engelhardt, Christopher R

    2013-08-01

    The study objectives were to examine video game use in boys with autism spectrum disorder (ASD) compared with those with ADHD or typical development (TD) and to examine how specific symptoms and game features relate to problematic video game use across groups. Participants included parents of boys (aged 8-18) with ASD (n = 56), ADHD (n = 44), or TD (n = 41). Questionnaires assessed daily hours of video game use, in-room video game access, video game genres, problematic video game use, ASD symptoms, and ADHD symptoms. Boys with ASD spent more time than did boys with TD playing video games (2.1 vs 1.2 h/d). Both the ASD and ADHD groups had greater in-room video game access and greater problematic video game use than the TD group. Multivariate models showed that inattentive symptoms predicted problematic game use for both the ASD and ADHD groups; and preferences for role-playing games predicted problematic game use in the ASD group only. Boys with ASD spend much more time playing video games than do boys with TD, and boys with ASD and ADHD are at greater risk for problematic video game use than are boys with TD. Inattentive symptoms, in particular, were strongly associated with problematic video game use for both groups, and role-playing game preferences may be an additional risk factor for problematic video game use among children with ASD. These findings suggest a need for longitudinal research to better understand predictors and outcomes of video game use in children with ASD and ADHD.

  8. Spectrum sensing and resource allocation for multicarrier cognitive radio systems under interference and power constraints

    NASA Astrophysics Data System (ADS)

    Dikmese, Sener; Srinivasan, Sudharsan; Shaat, Musbah; Bader, Faouzi; Renfors, Markku

    2014-12-01

    Multicarrier waveforms have been commonly recognized as strong candidates for cognitive radio. In this paper, we study the dynamics of spectrum sensing and spectrum allocation functions in cognitive radio context using very practical signal models for the primary users (PUs), including the effects of power amplifier nonlinearities. We start by sensing the spectrum with energy detection-based wideband multichannel spectrum sensing algorithm and continue by investigating optimal resource allocation methods. Along the way, we examine the effects of spectral regrowth due to the inevitable power amplifier nonlinearities of the PU transmitters. The signal model includes frequency selective block-fading channel models for both secondary and primary transmissions. Filter bank-based wideband spectrum sensing techniques are applied for detecting spectral holes and filter bank-based multicarrier (FBMC) modulation is selected for transmission as an alternative multicarrier waveform to avoid the disadvantage of limited spectral containment of orthogonal frequency-division multiplexing (OFDM)-based multicarrier systems. The optimization technique used for the resource allocation approach considered in this study utilizes the information obtained through spectrum sensing and knowledge of spectrum leakage effects of the underlying waveforms, including a practical power amplifier model for the PU transmitter. This study utilizes a computationally efficient algorithm to maximize the SU link capacity with power and interference constraints. It is seen that the SU transmission capacity depends critically on the spectral containment of the PU waveform, and these effects are quantified in a case study using an 802.11-g WLAN scenario.

  9. The world's biomes and primary production as a triple tragedy of the commons foraging game played among plants

    PubMed Central

    Gonzalez-Meler, Miquel A.; Lynch, Douglas J.; Baltzer, Jennifer L.

    2016-01-01

    Plants appear to produce an excess of leaves, stems and roots beyond what would provide the most efficient harvest of available resources. One way to understand this overproduction of tissues is that excess tissue production provides a competitive advantage. Game theoretic models predict overproduction of all tissues compared with non-game theoretic models because they explicitly account for this indirect competitive benefit. Here, we present a simple game theoretic model of plants simultaneously competing to harvest carbon and nitrogen. In the model, a plant's fitness is influenced by its own leaf, stem and root production, and the tissue production of others, which produces a triple tragedy of the commons. Our model predicts (i) absolute net primary production when compared with two independent global datasets; (ii) the allocation relationships to leaf, stem and root tissues in one dataset; (iii) the global distribution of biome types and the plant functional types found within each biome; and (iv) ecosystem responses to nitrogen or carbon fertilization. Our game theoretic approach removes the need to define allocation or vegetation type a priori but instead lets these emerge from the model as evolutionarily stable strategies. We believe this to be the simplest possible model that can describe plant production. PMID:28120794

  10. The world's biomes and primary production as a triple tragedy of the commons foraging game played among plants.

    PubMed

    McNickle, Gordon G; Gonzalez-Meler, Miquel A; Lynch, Douglas J; Baltzer, Jennifer L; Brown, Joel S

    2016-11-16

    Plants appear to produce an excess of leaves, stems and roots beyond what would provide the most efficient harvest of available resources. One way to understand this overproduction of tissues is that excess tissue production provides a competitive advantage. Game theoretic models predict overproduction of all tissues compared with non-game theoretic models because they explicitly account for this indirect competitive benefit. Here, we present a simple game theoretic model of plants simultaneously competing to harvest carbon and nitrogen. In the model, a plant's fitness is influenced by its own leaf, stem and root production, and the tissue production of others, which produces a triple tragedy of the commons. Our model predicts (i) absolute net primary production when compared with two independent global datasets; (ii) the allocation relationships to leaf, stem and root tissues in one dataset; (iii) the global distribution of biome types and the plant functional types found within each biome; and (iv) ecosystem responses to nitrogen or carbon fertilization. Our game theoretic approach removes the need to define allocation or vegetation type a priori but instead lets these emerge from the model as evolutionarily stable strategies. We believe this to be the simplest possible model that can describe plant production. © 2016 The Author(s).

  11. Perception of Young Adults on Online Games: Implications for Higher Education

    ERIC Educational Resources Information Center

    Chen, Liwen; Chen, Tung-Liang; Liu, Hsu-Kuan Jonathan

    2010-01-01

    The purpose of this study is to identify and categorize the perceptions of young adults before we allocate the resources to design, develop, and implement digital game-based learning in higher education institutions in Taiwan. Q-methodology was conducted for this study because it is a quantitative analysis of subjective data. Thirty young adults…

  12. Understanding of Ratioproportionality and Equality Vs. Equity in Children's Sharing.

    ERIC Educational Resources Information Center

    Peterson, Lizette

    In this study preschool, first grade, and sixth grade children played games which assessed ratio-proportionality ability, thought to be a precursor to proportionality ability, thought to be a precursor to equity allocations. The 48 children (eight boys and eight girls from each grade) played a game with one train which had six cars and one train…

  13. Effectiveness of Siblings-Delivered iPad Game Activities in Teaching Social Interaction Skills to Children with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Özen, Arzu

    2015-01-01

    In this study, the effectiveness of a sibling training package offered for teaching social interaction skills that are used by typically developing children while playing iPad game activities with their siblings who have autism spectrum disorders (ASD) is investigated. Three children with ASD and their typically developing siblings participated in…

  14. Procedural justice in children: Preschoolers accept unequal resource distributions if the procedure provides equal opportunities.

    PubMed

    Grocke, Patricia; Rossano, Federico; Tomasello, Michael

    2015-12-01

    When it is not possible to distribute resources equitably to everyone, people look for an equitable or just procedure. In the current study, we investigated young children's sense of procedural justice. We tested 32 triads of 5-year-olds in a new resource allocation game. Triads were confronted with three unequal reward packages and then agreed on a procedure to allocate them among themselves. To allocate the rewards, they needed to use a "wheel of fortune." Half of the groups played with a fair wheel (where each child had an equal chance of obtaining each reward package), and the other half played with an unfair wheel. We analyzed children's interactions when using the wheel and conducted an interview with each child after the game was over. Children using the unfair wheel often decided to change the rules of the game, and they also rated it as an unfair procedure in the interview. In contrast, children who played with the fair wheel were mostly accepting of both the outcome and the procedure. Overall, we found that children as young as preschool age are already sensitive not only to distributive justice but to procedural justice as well. Copyright © 2015 Elsevier Inc. All rights reserved.

  15. Playing Games with Optimal Competitive Scheduling

    NASA Technical Reports Server (NTRS)

    Frank, Jeremy; Crawford, James; Khatib, Lina; Brafman, Ronen

    2005-01-01

    This paper is concerned with the problem of allocating a unit capacity resource to multiple users within a pre-defined time period. The resource is indivisible, so that at most one user can use it at each time instance. However, different users may use it at different times. The users have independent, selfish preferences for when and for how long they are allocated this resource. Thus, they value different resource access durations differently, and they value different time slots differently. We seek an optimal allocation schedule for this resource.

  16. Brief Report: Effects of Video-Based Group Instruction on Spontaneous Social Interaction of Adolescents with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Plavnick, Joshua B.; Dueñas, Ana D.

    2018-01-01

    Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All…

  17. The effects of implicit religious primes on dictator game allocations: A preregistered replication experiment.

    PubMed

    Gomes, Cristina M; McCullough, Michael E

    2015-12-01

    Shariff and Norenzayan (2007) discovered that people allocate more money to anonymous strangers in a dictator game following a scrambled sentence task that involved words with religious meanings. We conducted a direct replication of key elements of Shariff and Norenzayan's (2007) Experiment 2, with some additional changes. Specifically, we (a) collected data from a much larger sample of participants (N = 650); (b) added a second religious priming condition that attempted to prime thoughts of religion less conspicuously; (c) modified the wording of some of their task explanations to avoid deceiving our participants; (d) added a more explicit awareness probe; (e) reduced prime-probe time; and (f) performed statistical analyses that are more appropriate for non-normal data. We did not find a statistically significant effect for religious priming. Additional tests for possible between-subjects moderators of the religious priming effect also yielded nonsignificant results. A small-scale meta-analysis, which included all known studies investigating the effect of religious priming on dictator game offers, suggested that the mean effect size is not different from zero, although the wide confidence intervals indicate that conclusions regarding this effect should be drawn with caution. Finally, we found some evidence of small-study effects: Studies with larger samples tended to produce smaller effects (a pattern consistent with publication bias). Overall, these results suggest that the effects of religious priming on dictator game allocations might be either not reliable or else quite sensitive to differences in methods or in the populations in which the effect has been examined. (c) 2015 APA, all rights reserved).

  18. 76 FR 44699 - Fisheries of the Exclusive Economic Zone Off Alaska; Pacific Cod Allocations in the Gulf of...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-26

    ... resources within State waters, and the Commissioner of the Alaska Department of Fish and Game (ADF&G) opens... and Game (ADF&G) toward a GHL, which limits catch in the fishery in a manner similar to management of... and operation types, based primarily on historical dependency and use by each sector, while also...

  19. Costs and Their Assessment to Users of a Medical Library, Part III: Allocating Fixed Joint Costs.

    ERIC Educational Resources Information Center

    Bres, E.; And Others

    Part III of the study describes a model for completing the cost assessment (justification) process by accounting for the fixed joint costs; a "fair" and equitable mechanism is developed in the context of game-theoretic approach. An n-person game is constructed in which the "players" are the institutions served by the library,…

  20. The Spectral Game: leveraging Open Data and crowdsourcing for education

    PubMed Central

    2009-01-01

    We report on the implementation of the Spectral Game, a web-based game where players try to match molecules to various forms of interactive spectra including 1D/2D NMR, Mass Spectrometry and Infrared spectra. Each correct selection earns the player one point and play continues until the player supplies an incorrect answer. The game is usually played using a web browser interface, although a version has been developed in the virtual 3D environment of Second Life. Spectra uploaded as Open Data to ChemSpider in JCAMP-DX format are used for the problem sets together with structures extracted from the website. The spectra are displayed using JSpecView, an Open Source spectrum viewing applet which affords zooming and integration. The application of the game to the teaching of proton NMR spectroscopy in an undergraduate organic chemistry class and a 2D Spectrum Viewer are also presented. PMID:20298527

  1. Design and implementation of priority and time-window based traffic scheduling and routing-spectrum allocation mechanism in elastic optical networks

    NASA Astrophysics Data System (ADS)

    Wang, Honghuan; Xing, Fangyuan; Yin, Hongxi; Zhao, Nan; Lian, Bizhan

    2016-02-01

    With the explosive growth of network services, the reasonable traffic scheduling and efficient configuration of network resources have an important significance to increase the efficiency of the network. In this paper, an adaptive traffic scheduling policy based on the priority and time window is proposed and the performance of this algorithm is evaluated in terms of scheduling ratio. The routing and spectrum allocation are achieved by using the Floyd shortest path algorithm and establishing a node spectrum resource allocation model based on greedy algorithm, which is proposed by us. The fairness index is introduced to improve the capability of spectrum configuration. The results show that the designed traffic scheduling strategy can be applied to networks with multicast and broadcast functionalities, and makes them get real-time and efficient response. The scheme of node spectrum configuration improves the frequency resource utilization and gives play to the efficiency of the network.

  2. A cooperative game theory approach to transmission planning in power systems

    NASA Astrophysics Data System (ADS)

    Contreras, Javier

    The rapid restructuring of the electric power industry from a vertically integrated entity into a decentralized industry has given rise to complex problems. In particular, the transmission component of the electric power system requires new methodologies to fully capture this emerging competitive industry. Game theory models are used to model strategic interactions in a competitive environment. This thesis presents a new decentralized framework to study the transmission network expansion problem using cooperative game theory. First, the players and the rules of the game are defined. Second, a coalition formation scheme is developed. Finally, the optimized cost of expansion is allocated based on the history of the coalition formation.

  3. Sperm competition games: the risk model can generate higher sperm allocation to virgin females.

    PubMed

    Ball, M A; Parker, G A

    2007-03-01

    We examine the risk model in sperm competition games for cases where female fertility increases significantly with sperm numbers (sperm limitation). Without sperm competition, sperm allocation increases with sperm limitation. We define 'average risk' as the probability q that females in the population mate twice, and 'perceived risk' as the information males gain about the sperm competition probability with individual females. If males obtain no information from individual females, sperm numbers increase with q unless sperm limitation is high and one of the two competing ejaculates is strongly disfavoured. If males can distinguish between virgin and mated females, greater sperm allocation to virgins is favoured by high sperm limitation, high q, and by the second male's ejaculate being disfavoured. With high sperm limitation, sperm allocation to virgins increases and to mated females decreases with q at high q levels. With perfect information about female mating pattern, sperm allocation (i) to virgins that will mate again exceeds that to mated females and to virgins that will mate only once, (ii) to virgins that mate only once exceeds that for mated females if q is high and there is high second male disadvantage and (iii) to each type of female can decrease with q if sperm limitation is high, although the average allocation increases at least across low q levels. In general, higher sperm allocation to virgins is favoured by: strong disadvantage to the second ejaculate, high sperm limitation, high average risk and increased information (perceived risk). These conditions may apply in a few species, especially spiders.

  4. Emerging Telecommunications Technologies. Hearings on H.R. 707, A Bill To Establish Procedures To Improve the Allocation and Assignment of the Electromagnetic Spectrum, before the Subcommittee on Telecommunications and Finance of the Committee on Energy and Commerce. House of Representatives, One Hundred Third Congress, First Session (February 4 and April 22, 1993).

    ERIC Educational Resources Information Center

    Congress of the U.S., Washington, DC. House Subcommittee on Telecommunications and Finance.

    The testimony responds to H.R. 707, a bill to identify 200 megahertz of electromagnetic spectrum for allocation to private and non-federal government users. The witnesses address how the spectrum can be used to deliver new products and services to all Americans; how additional radio spectrum is needed to keep America competitive; how wireless…

  5. Assessing Spectrum Compatibility for Beyond-Line-of-Sight UAS Control and Non-Payload Communications

    NASA Technical Reports Server (NTRS)

    Kerczewski, Robert J.; Wilson, Jeffrey D.; Bishop, William D.

    2014-01-01

    In order to provide for the safe integration of unmanned aircraft systems (UAS) into the National Airspace System (NAS), the control and non-payload communications (CNPC) link must be highly reliable. A specific requirement is that it must operate using aviation safety radiofrequency spectrum. Two types of links are required - line-of-sight (LOS) using terrestrial-based communications and beyond-line-of-sight (BLOS) using satellite communications. The 2012 World Radiocommunication Conference (WRC-12) provided a suitable allocation for LOS CNPC spectrum in the 5030 to 5091 MHz band which, when combined with a previously existing allocation fulfills the LOS spectrum requirement. The 5030 to 5091 MHz band is also allocated for BLOS CNPC, but since a significant portion of that band is required for LOS CNPC, additional BLOS spectrum is required. More critically, there are no satellites in operation or in development to provide such services in that band. Hence BLOS CNPC cannot be provided in protected aviation spectrum under current conditions. To fill this gap and enable integration of UAS into the NAS, it has been proposed to allow CNPC to operate over certain Fixed Satellite Service (FSS) bands in which many satellites currently provide commercial services. To enable this, changes in international regulation must be enacted. Agenda Item 1.5 of the 2015 WRC examines the possible regulatory changes needed. As part of the examination process, sharing between potential UAS using satellite communications for BLOS CNPC and other services allocated to the FSS bands being considered must be studied. This paper reviews the technical requirements and approach being undertaken for these sharing studies, with emphasis on study of interference from UAS into digital repeater links operating under the Fixed Service allocation. These studies are being conducted by NASA Glenn Research Center.

  6. Assessing Spectrum Compatibility for Beyond-Line-of-Sight UAS Control and Non-Payload Communications

    NASA Technical Reports Server (NTRS)

    Kerczewski, Robert J.; Wilson, Jeffrey D.; Bishop, William D.

    2014-01-01

    In order to provide for the safe integration of unmanned aircraft systems (UAS) into the National Airspace System (NAS), the control and non-payload communications (CNPC) link must be highly reliable. A specific requirement is that it must operate using aviation safety radiofrequency spectrum. Two types of links are required - line-of-sight (LOS) using terrestrial-based communications and beyond-line- of-sight (BLOS) using satellite communications. The 2012 World Radiocommunication Conference (WRC-12) provided a suitable allocation for LOS CNPC spectrum in the 5030-5091 MHz band which, when combined with a previously existing allocation fulfills the LOS spectrum requirement. The 5030- 5091 MHz band is also allocated for BLOS CNPC, but since a significant portion of that band is required for LOS CNPC, additional BLOS spectrum is required. More critically, there are no satellites in operation or in development to provide such services in that band. Hence BLOS CNPC cannot be provided in protected aviation spectrum under current conditions. To fill this gap and enable integration of UAS into the NAS, it has been proposed to allow CNPC to operate over certain Fixed Satellite Service (FSS) bands in which many satellites currently provide commercial services. To enable this, changes in international regulation must be enacted. Agenda Item 1.5 of the 2015 WRC examines the possible regulatory changes needed. As part of the examination process, sharing between potential UAS using satellite communications for BLOS CNPC and other services allocated to the FSS bands being considered must be studied. This paper reviews the technical requirements and approach being undertaken for these sharing studies, with emphasis on study of interference from UAS into digital repeater links operating under the Fixed Service allocation. These studies are being conducted by NASA Glenn Research Center.

  7. Moonlight avoidance in gerbils reveals a sophisticated interplay among time allocation, vigilance and state-dependent foraging

    PubMed Central

    Kotler, Burt P.; Brown, Joel; Mukherjee, Shomen; Berger-Tal, Oded; Bouskila, Amos

    2010-01-01

    Foraging animals have several tools for managing the risk of predation, and the foraging games between them and their predators. Among these, time allocation is foremost, followed by vigilance and apprehension. Together, their use influences a forager's time allocation and giving-up density (GUD) in depletable resource patches. We examined Allenby's gerbils (Gerbilus andersoni allenbyi) exploiting seed resource patches in a large vivarium under varying moon phases in the presence of a red fox (Vulpes vulpes). We measured time allocated to foraging patches electronically and GUDs from seeds left behind in resource patches. From these, we estimated handling times, attack rates and quitting harvest rates (QHRs). Gerbils displayed greater vigilance (lower attack rates) at brighter moon phases (full < wane < wax < new). Similarly, they displayed higher GUDs at brighter moon phases (wax > full > new > wane). Finally, gerbils displayed higher QHRs at new and waxing moon phases. Differences across moon phases not only reflect changing time allocation and vigilance, but changes in the state of the foragers and their marginal value of energy. Early in the lunar cycle, gerbils rely on vigilance and sacrifice state to avoid risk; later they defend state at the cost of increased time allocation; finally their state can recover as safe opportunities expand. In the predator–prey foraging game, foxes may contribute to these patterns of behaviours by modulating their own activity in response to the opportunities presented in each moon phase. PMID:20053649

  8. Moonlight avoidance in gerbils reveals a sophisticated interplay among time allocation, vigilance and state-dependent foraging.

    PubMed

    Kotler, Burt P; Brown, Joel; Mukherjee, Shomen; Berger-Tal, Oded; Bouskila, Amos

    2010-05-22

    Foraging animals have several tools for managing the risk of predation, and the foraging games between them and their predators. Among these, time allocation is foremost, followed by vigilance and apprehension. Together, their use influences a forager's time allocation and giving-up density (GUD) in depletable resource patches. We examined Allenby's gerbils (Gerbilus andersoni allenbyi) exploiting seed resource patches in a large vivarium under varying moon phases in the presence of a red fox (Vulpes vulpes). We measured time allocated to foraging patches electronically and GUDs from seeds left behind in resource patches. From these, we estimated handling times, attack rates and quitting harvest rates (QHRs). Gerbils displayed greater vigilance (lower attack rates) at brighter moon phases (full < wane < wax < new). Similarly, they displayed higher GUDs at brighter moon phases (wax > full > new > wane). Finally, gerbils displayed higher QHRs at new and waxing moon phases. Differences across moon phases not only reflect changing time allocation and vigilance, but changes in the state of the foragers and their marginal value of energy. Early in the lunar cycle, gerbils rely on vigilance and sacrifice state to avoid risk; later they defend state at the cost of increased time allocation; finally their state can recover as safe opportunities expand. In the predator-prey foraging game, foxes may contribute to these patterns of behaviours by modulating their own activity in response to the opportunities presented in each moon phase.

  9. Parental intention to support video game play by children with autism spectrum disorder: an application of the theory of planned behavior.

    PubMed

    Finke, Erinn H; Hickerson, Benjamin; McLaughlin, Eileen

    2015-04-01

    The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12 years. The finalized data set included 152 cases. Descriptive statistics and frequency analyses were used to examine participant demographics and video game play. Descriptive and inferential statistics were used to evaluate questions on the theory of planned behavior. Regression analyses determined the predictive ability of the theory of planned behavior constructs, and t tests provided additional descriptive information about between-group differences. Children with ASD play video games. There are no significant differences in the time, intensity, or types of games played based on severity of ASD symptoms (mild vs. moderate). Parents of children with ASD had positive attitudes about video game play. Parents of children with ASD appear to support video game play. On average, parents indicated video game play was positive for their children with ASD, particularly if they believed the games were having a positive impact on their child's development.

  10. Parental Intention to Support Video Game Play by Children with Autism Spectrum Disorder: An Application of the Theory of Planned Behavior

    ERIC Educational Resources Information Center

    Finke, Erinn H.; Hickerson, Benjamin; McLaughlin, Eileen

    2015-01-01

    Purpose: The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Method: Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12…

  11. The Effectiveness of the Smart Board-Based Small-Group Graduated Guidance Instruction on Digital Gaming and Observational Learning Skills of Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Cattik, Melih; Odluyurt, Serhat

    2017-01-01

    The objective of this study was to teach digital gaming skills to children with autism spectrum disorder (ASD) using a SMART board with a graduated guidance teaching method in a small-group instructional format, to determine the participants' levels of learning by observation, and to determine the views of their families on the conducted…

  12. To Give or Not to Give: Children's and Adolescents' Sharing and Moral Negotiations in Economic Decision Situations

    ERIC Educational Resources Information Center

    Gummerum, Michaela; Keller, Monika; Takezawa, Masanori; Mata, Jutta

    2008-01-01

    This study interconnects developmental psychology of fair and moral behavior with economic game theory. One hundred eighty-nine 9- to 17-year-old students shared a sum of money as individuals and groups with another anonymous group (dictator game). Individual allocations did not differ by age but did by gender and were predicted by participants'…

  13. ECHO: A Computer Based Test for the Measurement of Individualistic, Cooperative, Defensive, and Aggressive Models of Behavior. Occasional Paper No. 30.

    ERIC Educational Resources Information Center

    Krus, David J.; And Others

    This paper describes a test which attempts to measure a group of personality traits by analyzing the actual behavior of the participant in a computer-simulated game. ECHO evolved from an extension and computerization of Horstein and Deutsch's allocation game. The computerized version of ECHO requires subjects to make decisions about the allocation…

  14. A novel profit-allocation strategy for SDN enterprises

    NASA Astrophysics Data System (ADS)

    Hu, Wei; Hou, Ye; Tian, Longwei; Li, Yuan

    2017-01-01

    Aiming to solve the problem of profit allocation for supply and demand network (SDN) enterprises that ignores risk factors and generates low satisfaction, a novel profit-allocation model based on cooperative game theory and TOPSIS is proposed. This new model avoids the defect of the single-profit allocation model by introducing risk factors, compromise coefficients and high negotiation points. By measuring the Euclidean distance between the ideal solution vector and the negative ideal solution vector, every node's satisfaction problem for the SDN was resolved, and the mess phenomenon was avoided. Finally, the rationality and effectiveness of the proposed model was verified using a numerical example.

  15. Hybrid Resource Allocation Scheme with Proportional Fairness in OFDMA-Based Cognitive Radio Systems

    NASA Astrophysics Data System (ADS)

    Li, Li; Xu, Changqing; Fan, Pingzhi; He, Jian

    In this paper, the resource allocation problem for proportional fairness in hybrid Cognitive Radio (CR) systems is studied. In OFDMA-based CR systems, traditional resource allocation algorithms can not guarantee proportional rates among CR users (CRU) in each OFDM symbol because the number of available subchannels might be smaller than that of CRUs in some OFDM symbols. To deal with this time-varying nature of available spectrum resource, a hybrid CR scheme in which CRUs are allowed to use subchannels in both spectrum holes and primary users (PU) bands is adopted and a resource allocation algorithm is proposed to guarantee proportional rates among CRUs with no undue interference to PUs.

  16. Econophysics of a ranked demand and supply resource allocation problem

    NASA Astrophysics Data System (ADS)

    Priel, Avner; Tamir, Boaz

    2018-01-01

    We present a two sided resource allocation problem, between demands and supplies, where both parties are ranked. For example, in Big Data problems where a set of different computational tasks is divided between a set of computers each with its own resources, or between employees and employers where both parties are ranked, the employees by their fitness and the employers by their package benefits. The allocation process can be viewed as a repeated game where in each iteration the strategy is decided by a meta-rule, based on the ranks of both parties and the results of the previous games. We show the existence of a phase transition between an absorbing state, where all demands are satisfied, and an active one where part of the demands are always left unsatisfied. The phase transition is governed by the ratio between supplies and demand. In a job allocation problem we find positive correlation between the rank of the workers and the rank of the factories; higher rank workers are usually allocated to higher ranked factories. These all suggest global emergent properties stemming from local variables. To demonstrate the global versus local relations, we introduce a local inertial force that increases the rank of employees in proportion to their persistence time in the same factory. We show that such a local force induces non trivial global effects, mostly to benefit the lower ranked employees.

  17. Distinguishing and Improving Mouse Behavior with Educational Computer Games in Young Children with Autistic Spectrum Disorder or Attention Deficit/Hyperactivity Disorder: An Executive Function-Based Interpretation

    ERIC Educational Resources Information Center

    Veenstra, Baukje; van Geert, Paul L. C.; van der Meulen, Bieuwe F.

    2012-01-01

    In this exploratory multiple case study, it is examined how a computer game focused on improving ineffective learning behavior can be used as a tool to assess, improve, and study real-time mouse behavior (MB) in different types of children: 18 children (3.8-6.3 years) with Autistic Spectrum Disorder (ASD), Attention Deficit/Hyperactivity Disorder…

  18. The effect of amount and tangibility of endowment and certainty of recipients on selfishness in a modified dictator game.

    PubMed

    Chang, Shao-Chuan; Lin, Li-Yun; Horng, Ruey-Yun; Wang, Yau-De

    2014-06-01

    Taiwanese college students (N = 101) participated in the study to examine the effects of the amount of an endowment, the tangibility of an endowment, and the certainty of the recipient on selfishness in a modified dictator game. Results showed that dictators were more selfish when allocating tangible (money) than less tangible (honor credits) endowments. Selfishness was higher when large amounts of money were involved. The certainty of the recipient was manipulated by whether the recipient was chosen and announced before or after the decision. Unexpectedly, participants were more self-interested in the certain-recipient condition than in the uncertain-recipient condition. In the honor condition, the amount of an endowment and the certainty of the recipient did not affect participants' allocations.

  19. Tailoring Configuration to User’s Tasks under Uncertainty

    DTIC Science & Technology

    2008-04-28

    CARISMA is the problem being solved. CARISMA applies microeconom- ics and game theory to make runtime decisions about allocating scarce resources among...scarce resources, these applications are running on be- half of one user. Thus, our problem has no game theoretic aspects. 2.2 Task Oriented...prediction tool [15] is based on the RPS tool and allows prediction of bandwidth online . There is additional evidence (see, for example [49

  20. Dynamic Asset Allocation Approaches for Counter-Piracy Operations

    DTIC Science & Technology

    2012-07-01

    problem, has attracted much interest due to an increase in the number of pirate activities in recent years. Marsh [26] provided a game theoretic...model, where one interdiction asset and one surveillance asset are utilized for a counter-piracy mission. Due to the two-person zero sum game structure...that policy using online learning and simulation. The attractive aspects of rollout algorithms are its simplicity, broad applicability, and

  1. Do warning signs on electronic gaming machines influence irrational cognitions?

    PubMed

    Monaghan, Sally; Blaszczynski, Alex; Nower, Lia

    2009-08-01

    Electronic gaming machines are popular among problem gamblers; in response, governments have introduced "responsible gaming" legislation incorporating the mandatory display of warning signs on or near electronic gaming machines. These signs are designed to correct irrational and erroneous beliefs through the provision of accurate information on probabilities of winning and the concept of randomness. There is minimal empirical data evaluating the effectiveness of such signs. In this study, 93 undergraduate students were randomly allocated to standard and informative messages displayed on an electronic gaming machine during play in a laboratory setting. Results revealed that a majority of participants incorrectly estimated gambling odds and reported irrational gambling-related cognitions prior to play. In addition, there were no significant between-group differences, and few participants recalled the content of messages or modified their gambling-related cognitions. Signs placed on electronic gaming machines may not modify irrational beliefs or alter gambling behaviour.

  2. Bargaining over an international water resource based on cooperative game theory concepts

    NASA Astrophysics Data System (ADS)

    Madani, K.; Gholizadeh, S.

    2011-12-01

    Prior the collapse of the Soviet Union in 1991, Caspian Sea was peacefully shared by Iran and the USSR, based on the two historic treaties between Iran (Persia) and Russia. Collapse of the USSR gave birth to one of the world's serious conflicts over international water resources. Since then, the five littoral states of the Caspian Sea, namely Azerbaijan, Iran, Kazakhstan, Russia, and Turkmenistan have been negotiating over finding an appropriate allocation scheme for sharing the sea and its valuable energy and environmental resources. Although several solution methods have been proposed, the negotiating parties have been unsuccessful in developing a compromise solution. A range of bargaining solutions are used here to show how cooperative game theory can be used to develop fair and efficient allocation schemes to resolve the Caspian Sea conflict. It is also examined how the negotiators may use their powers to change their shares from the Caspian Sea resources. Finally, the stability of the suggested game theoretic solutions are tested to find the solution which is more acceptable by the negotiating parties.

  3. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hao, He; Sun, Yannan; Carroll, Thomas E.

    We propose a coordination algorithm for cooperative power allocation among a collection of commercial buildings within a campus. We introduced thermal and power models of a typical commercial building Heating, Ventilation, and Air Conditioning (HVAC) system, and utilize model predictive control to characterize their power flexibility. The power allocation problem is formulated as a cooperative game using the Nash Bargaining Solution (NBS) concept, in which buildings collectively maximize the product of their utilities subject to their local flexibility constraints and a total power limit set by the campus coordinator. To solve the optimal allocation problem, a distributed protocol is designedmore » using dual decomposition of the Nash bargaining problem. Numerical simulations are performed to demonstrate the efficacy of our proposed allocation method« less

  4. Heterogeneity of allocation promotes cooperation in public goods games

    NASA Astrophysics Data System (ADS)

    Lei, Chuang; Wu, Te; Jia, Jian-Yuan; Cong, Rui; Wang, Long

    2010-11-01

    We investigate the effects of heterogeneous investment and distribution on the evolution of cooperation in the context of the public goods games. To do this, we develop a simple model in which each individual allocates differing funds to his direct neighbors based upon their difference in connectivity, because of the heterogeneity of real social ties. This difference is characterized by the weight of the link between paired individuals, with an adjustable parameter precisely controlling the heterogeneous level of ties. By numerical simulations, it is found that allocating both too much and too little funds to diverse neighbors can remarkably improve the cooperation level. However, there exists a worst mode of funds allocation leading to the most unfavorable cooperation induced by the moderate values of the parameter. In order to better reveal the potential causes behind these nontrivial phenomena we probe the microscopic characteristics including the average payoff and the cooperator density for individuals of different degrees. It demonstrates rather different dynamical behaviors between the modes of these two types of cooperation promoter. Besides, we also investigate the total link weights of individuals numerically and theoretically for negative values of the parameter, and conclude that the payoff magnitude of middle-degree nodes plays a crucial role in determining the cooperators’ fate.

  5. Power-efficient distributed resource allocation under goodput QoS constraints for heterogeneous networks

    NASA Astrophysics Data System (ADS)

    Andreotti, Riccardo; Del Fiorentino, Paolo; Giannetti, Filippo; Lottici, Vincenzo

    2016-12-01

    This work proposes a distributed resource allocation (RA) algorithm for packet bit-interleaved coded OFDM transmissions in the uplink of heterogeneous networks (HetNets), characterized by small cells deployed over a macrocell area and sharing the same band. Every user allocates its transmission resources, i.e., bits per active subcarrier, coding rate, and power per subcarrier, to minimize the power consumption while both guaranteeing a target quality of service (QoS) and accounting for the interference inflicted by other users transmitting over the same band. The QoS consists of the number of information bits delivered in error-free packets per unit of time, or goodput (GP), estimated at the transmitter by resorting to an efficient effective SNR mapping technique. First, the RA problem is solved in the point-to-point case, thus deriving an approximate yet accurate closed-form expression for the power allocation (PA). Then, the interference-limited HetNet case is examined, where the RA problem is described as a non-cooperative game, providing a solution in terms of generalized Nash equilibrium. Thanks to the closed-form of the PA, the solution analysis is based on the best response concept. Hence, sufficient conditions for existence and uniqueness of the solution are analytically derived, along with a distributed algorithm capable of reaching the game equilibrium.

  6. The virtual brain: 30 years of video-game play and cognitive abilities.

    PubMed

    Latham, Andrew J; Patston, Lucy L M; Tippett, Lynette J

    2013-09-13

    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements.

  7. The virtual brain: 30 years of video-game play and cognitive abilities

    PubMed Central

    Latham, Andrew J.; Patston, Lucy L. M.; Tippett, Lynette J.

    2013-01-01

    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the original context. Despite promise, video-game research is host to a number of methodological issues that require addressing before progress can be made in this area. Here an effort is made to consolidate the past 30 years of literature examining the effects of video-game play on cognitive faculties and, more recently, neural systems. Future work is required to identify the mechanism that allows the act of video-game play to generate such a broad range of generalized enhancements. PMID:24062712

  8. A market-based optimization approach to sensor and resource management

    NASA Astrophysics Data System (ADS)

    Schrage, Dan; Farnham, Christopher; Gonsalves, Paul G.

    2006-05-01

    Dynamic resource allocation for sensor management is a problem that demands solutions beyond traditional approaches to optimization. Market-based optimization applies solutions from economic theory, particularly game theory, to the resource allocation problem by creating an artificial market for sensor information and computational resources. Intelligent agents are the buyers and sellers in this market, and they represent all the elements of the sensor network, from sensors to sensor platforms to computational resources. These agents interact based on a negotiation mechanism that determines their bidding strategies. This negotiation mechanism and the agents' bidding strategies are based on game theory, and they are designed so that the aggregate result of the multi-agent negotiation process is a market in competitive equilibrium, which guarantees an optimal allocation of resources throughout the sensor network. This paper makes two contributions to the field of market-based optimization: First, we develop a market protocol to handle heterogeneous goods in a dynamic setting. Second, we develop arbitrage agents to improve the efficiency in the market in light of its dynamic nature.

  9. Spatial seed and pollen games: dispersal, sex allocation, and the evolution of dioecy.

    PubMed

    Fromhage, Lutz; Kokko, Hanna

    2010-09-01

    The evolutionary forces shaping within- and across-species variation in the investment in male and female sex function are still incompletely understood. Despite earlier suggestions that in plants the evolution or cosexuality vs. dioecy, as well as sex allocation among cosexuals, is affected by seed and pollen dispersal, no formal model has explicitly used dispersal distances to address this problem. Here, we present a game-theory model as well as a simulation study that fills in this gap. Our model predicts that dioecy should evolve if seeds and pollen disperse widely and that sex allocation among cosexuals should be biased towards whichever sex function produces more widely dispersing units. Dispersal limitations stabilize cosexuality by reinforcing competition between spatially clumped dispersal units from the same source, leading to saturating fitness returns that render sexual specialization unprofitable. However, limited pollen dispersal can also increase the risk of selfing, thus potentially selecting for dioecy as an outbreeding mechanism. Finally, we refute a recent claim that cosexuals should always invest equally in both sex functions.

  10. Marginal Contribution-Based Distributed Subchannel Allocation in Small Cell Networks.

    PubMed

    Shah, Shashi; Kittipiyakul, Somsak; Lim, Yuto; Tan, Yasuo

    2018-05-10

    The paper presents a game theoretic solution for distributed subchannel allocation problem in small cell networks (SCNs) analyzed under the physical interference model. The objective is to find a distributed solution that maximizes the welfare of the SCNs, defined as the total system capacity. Although the problem can be addressed through best-response (BR) dynamics, the existence of a steady-state solution, i.e., a pure strategy Nash equilibrium (NE), cannot be guaranteed. Potential games (PGs) ensure convergence to a pure strategy NE when players rationally play according to some specified learning rules. However, such a performance guarantee comes at the expense of complete knowledge of the SCNs. To overcome such requirements, properties of PGs are exploited for scalable implementations, where we utilize the concept of marginal contribution (MC) as a tool to design learning rules of players’ utility and propose the marginal contribution-based best-response (MCBR) algorithm of low computational complexity for the distributed subchannel allocation problem. Finally, we validate and evaluate the proposed scheme through simulations for various performance metrics.

  11. I Wanna Play Too: Factors Related to Changes in Social Behavior for Children With and Without Autism Spectrum Disorder After Implementation of a Structured Outdoor Play Curriculum.

    PubMed

    Morrier, Michael J; Ziegler, Sonja M T

    2018-02-27

    Children with autism spectrum disorder (ASD) have difficulties interacting with same-aged peers during unstructured play (e.g., on the playground). Thirty-five toddler and preschool children with and without ASD participated in a structured 15-min outdoor play curriculum. The intervention, the Buddy Game, used familiar songs, movement, and games to promote peer social interaction. A 2 × 3 ANOVA assessed changes in overall targeted social behaviors during baseline, the Buddy Game, and generalization to free-pay. Multiple regression analyses examined factors related to increases in social interactions. Predictors were ASD status of child and age of child. Results indicated the Buddy Game increased overall social interactions and that social interactions were influenced more by ASD status than age. Implications for practitioners are highlighted.

  12. Dynamic fair node spectrum allocation for ad hoc networks using random matrices

    NASA Astrophysics Data System (ADS)

    Rahmes, Mark; Lemieux, George; Chester, Dave; Sonnenberg, Jerry

    2015-05-01

    Dynamic Spectrum Access (DSA) is widely seen as a solution to the problem of limited spectrum, because of its ability to adapt the operating frequency of a radio. Mobile Ad Hoc Networks (MANETs) can extend high-capacity mobile communications over large areas where fixed and tethered-mobile systems are not available. In one use case with high potential impact, cognitive radio employs spectrum sensing to facilitate the identification of allocated frequencies not currently accessed by their primary users. Primary users own the rights to radiate at a specific frequency and geographic location, while secondary users opportunistically attempt to radiate at a specific frequency when the primary user is not using it. We populate a spatial radio environment map (REM) database with known information that can be leveraged in an ad hoc network to facilitate fair path use of the DSA-discovered links. Utilization of high-resolution geospatial data layers in RF propagation analysis is directly applicable. Random matrix theory (RMT) is useful in simulating network layer usage in nodes by a Wishart adjacency matrix. We use the Dijkstra algorithm for discovering ad hoc network node connection patterns. We present a method for analysts to dynamically allocate node-node path and link resources using fair division. User allocation of limited resources as a function of time must be dynamic and based on system fairness policies. The context of fair means that first available request for an asset is not envied as long as it is not yet allocated or tasked in order to prevent cycling of the system. This solution may also save money by offering a Pareto efficient repeatable process. We use a water fill queue algorithm to include Shapley value marginal contributions for allocation.

  13. A Comparison of Monte Carlo Tree Search and Rolling Horizon Optimization for Large Scale Dynamic Resource Allocation Problems

    DTIC Science & Technology

    2015-05-01

    decisions on the fly in an online retail environment. Tech. rep., Working Paper, Massachusetts Institute of Technology, Boston, MA. Arneson, Broderick , Ryan...Hayward, Philip Henderson. 2009. MoHex wins Hex tournament. International Computer Games Association Journal 32 114–116. Arneson, Broderick , Ryan B...Combina- torial Search. Enzenberger, Markus, Martin Muller, Broderick Arneson, Richard Segal. 2010. Fuego—an open-source framework for board games and

  14. Development of a Network Analysis of the Air Force Provisioning Process for an Applied Computer Simulation Exercise.

    DTIC Science & Technology

    1984-09-01

    everything from strategic force allocations to leadership role-playing; but there are only a few exercises in existence for management gaming. In the... reported that Shade and Paine (1975) found declines in political cynicism were produced more effectively through simulation than through conventional...effectiveness of business games through external validation was unsuccessful. In their study, career success was used as the dependent variable and was

  15. The Allocation of Runway Slots by Auction. Volume II. The Airline Management Game and Slot Auction Testing.

    DTIC Science & Technology

    1980-04-15

    schedule their air transportation networks, and learn the performance and financial results through simulation of the resulting traffic flows, costs...players in the role of airline management responsible for airline scheduling and market, fleet and financial planning. The Game Administrator created a...revenues and consequently the financial results for each airline. During this exercise the objective of each airline team was to schedule its flights so

  16. Promotion of cooperation induced by heterogeneity of both investment and payoff allocation in spatial public goods game

    NASA Astrophysics Data System (ADS)

    Fan, Ruguo; Zhang, Yingqing; Luo, Ming; Zhang, Hongjuan

    2017-01-01

    Heterogeneity has attracted mounting attention across multiple disciplines and is confirmed to be a greater promoter of cooperation. It is often the case that the heterogeneity always exists in investment and payoff allocation concurrently instead of separately. In addition, the factors that affect heterogeneous investment and payoff allocation are various. Inspired by this, this paper extends the previous models by incorporating heterogeneous investment and payoff allocation into the typical PGG model to further investigate the incentive mechanisms of cooperative behavior. In order to better understand the model, three different feedback mechanisms, namely the wealth-preference mechanism, the social-self-preference mechanism, and the mixed-preference mechanism, are addressed. The former two mechanisms correspond to the case of single factor and the latter corresponds to the case of double factors. The numerical simulations indicate that feedback mechanism by bridging the connections between the investment and the payoff allocation can reduce the free-rider problem. Furthermore, it is found that the cooperative frequency and average payoff perform better in the case of the mixed-preference mechanism where players will not only take previous payoff feedback as well as current investment but also their social status into their game decision-making process. In addition, full cooperation and profitability over all players can be promoted by means of increasing r or reducing α. At last, compared with another two classic networks, the extent of cooperation is promoted under the structures of the BA scale free networks.

  17. An Extended N-Player Network Game and Simulation of Four Investment Strategies on a Complex Innovation Network

    PubMed Central

    Zhou, Wen; Koptyug, Nikita; Ye, Shutao; Jia, Yifan; Lu, Xiaolong

    2016-01-01

    As computer science and complex network theory develop, non-cooperative games and their formation and application on complex networks have been important research topics. In the inter-firm innovation network, it is a typical game behavior for firms to invest in their alliance partners. Accounting for the possibility that firms can be resource constrained, this paper analyzes a coordination game using the Nash bargaining solution as allocation rules between firms in an inter-firm innovation network. We build an extended inter-firm n-player game based on nonidealized conditions, describe four investment strategies and simulate the strategies on an inter-firm innovation network in order to compare their performance. By analyzing the results of our experiments, we find that our proposed greedy strategy is the best-performing in most situations. We hope this study provides a theoretical insight into how firms make investment decisions. PMID:26745375

  18. An Extended N-Player Network Game and Simulation of Four Investment Strategies on a Complex Innovation Network.

    PubMed

    Zhou, Wen; Koptyug, Nikita; Ye, Shutao; Jia, Yifan; Lu, Xiaolong

    2016-01-01

    As computer science and complex network theory develop, non-cooperative games and their formation and application on complex networks have been important research topics. In the inter-firm innovation network, it is a typical game behavior for firms to invest in their alliance partners. Accounting for the possibility that firms can be resource constrained, this paper analyzes a coordination game using the Nash bargaining solution as allocation rules between firms in an inter-firm innovation network. We build an extended inter-firm n-player game based on nonidealized conditions, describe four investment strategies and simulate the strategies on an inter-firm innovation network in order to compare their performance. By analyzing the results of our experiments, we find that our proposed greedy strategy is the best-performing in most situations. We hope this study provides a theoretical insight into how firms make investment decisions.

  19. Improved Lower Bounds on the Price of Stability of Undirected Network Design Games

    NASA Astrophysics Data System (ADS)

    Bilò, Vittorio; Caragiannis, Ioannis; Fanelli, Angelo; Monaco, Gianpiero

    Bounding the price of stability of undirected network design games with fair cost allocation is a challenging open problem in the Algorithmic Game Theory research agenda. Even though the generalization of such games in directed networks is well understood in terms of the price of stability (it is exactly H n , the n-th harmonic number, for games with n players), far less is known for network design games in undirected networks. The upper bound carries over to this case as well while the best known lower bound is 42/23 ≈ 1.826. For more restricted but interesting variants of such games such as broadcast and multicast games, sublogarithmic upper bounds are known while the best known lower bound is 12/7 ≈ 1.714. In the current paper, we improve the lower bounds as follows. We break the psychological barrier of 2 by showing that the price of stability of undirected network design games is at least 348/155 ≈ 2.245. Our proof uses a recursive construction of a network design game with a simple gadget as the main building block. For broadcast and multicast games, we present new lower bounds of 20/11 ≈ 1.818 and 1.862, respectively.

  20. Positive Association of Video Game Playing with Left Frontal Cortical Thickness in Adolescents

    PubMed Central

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J.; Büchel, Christian; Conrod, Patricia J.; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N.; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations. PMID:24633348

  1. Brain activation for response inhibition under gaming cue distraction in internet gaming disorder.

    PubMed

    Liu, Gin-Chung; Yen, Ju-Yu; Chen, Chiao-Yun; Yen, Cheng-Fang; Chen, Cheng-Sheng; Lin, Wei-Chen; Ko, Chih-Hung

    2014-01-01

    We evaluated neural substrates related to the loss of control in college students with internet gaming disorder (IGD). We hypothesized that deficit in response inhibition under gaming cue distraction was the possible mechanism for the loss of control internet use. Eleven cases of IGD and 11 controls performed Go/NoGo tasks with/without gaming distraction in the functional magnetic resonance imaging scanner. When the gaming picture was shown as background while individuals were performing Go/NoGo tasks, the IGD group committed more commission errors. The control group increased their brain activations more over the right dorsolateral prefrontal cortex (DLPFC) and superior parietal lobe under gaming cue distraction in comparison with the IGD group. Furthermore, brain activation of the right DLPFC and superior parietal lobe were negatively associated with performance of response inhibition among the IGD group. The results suggest that the function of response inhibition was impaired under gaming distraction among the IGD group, and individuals with IGD could not activate right DLPFC and superior parietal lobe to keep cognitive control and attention allocation for response inhibition under gaming cue distraction. This mechanism should be addressed in any intervention for IGD. Copyright © 2013. Published by Elsevier B.V.

  2. Perceptual learning during action video game playing.

    PubMed

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  3. Plugged in: Electronics use in youth and young adults with autism spectrum disorder.

    PubMed

    MacMullin, Jennifer A; Lunsky, Yona; Weiss, Jonathan A

    2016-01-01

    Although electronic technology currently plays an integral role for most youth, there are growing concerns of its excessive and compulsive use. This study documents patterns and impact of electronics use in individuals with autism spectrum disorder compared to typically developing peers. Participants included 172 parents of typically developing individuals and 139 parents of individuals with an autism spectrum disorder diagnosis, ranging in age from 6 to 21 years. Parents completed an online survey of demographics and the frequency, duration, and problematic patterns of electronics use in their youth and young adults. Individuals with autism spectrum disorder were reported to use certain electronics more often in the last month and on an average day, and had greater compulsive Internet and video game use than individuals without autism spectrum disorder. Across both samples, males used video games more often than females. Compared to parents of individuals without autism spectrum disorder, parents of individuals with autism spectrum disorder were significantly more likely to report that electronics use was currently having a negative impact. The implications of problematic electronics use for individuals with autism spectrum disorder are discussed. © The Author(s) 2015.

  4. Optimization, Monotonicity and the Determination of Nash Equilibria — An Algorithmic Analysis

    NASA Astrophysics Data System (ADS)

    Lozovanu, D.; Pickl, S. W.; Weber, G.-W.

    2004-08-01

    This paper is concerned with the optimization of a nonlinear time-discrete model exploiting the special structure of the underlying cost game and the property of inverse matrices. The costs are interlinked by a system of linear inequalities. It is shown that, if the players cooperate, i.e., minimize the sum of all the costs, they achieve a Nash equilibrium. In order to determine Nash equilibria, the simplex method can be applied with respect to the dual problem. An introduction into the TEM model and its relationship to an economic Joint Implementation program is given. The equivalence problem is presented. The construction of the emission cost game and the allocation problem is explained. The assumption of inverse monotony for the matrices leads to a new result in the area of such allocation problems. A generalization of such problems is presented.

  5. Game theoretic wireless resource allocation for H.264 MGS video transmission over cognitive radio networks

    NASA Astrophysics Data System (ADS)

    Fragkoulis, Alexandros; Kondi, Lisimachos P.; Parsopoulos, Konstantinos E.

    2015-03-01

    We propose a method for the fair and efficient allocation of wireless resources over a cognitive radio system network to transmit multiple scalable video streams to multiple users. The method exploits the dynamic architecture of the Scalable Video Coding extension of the H.264 standard, along with the diversity that OFDMA networks provide. We use a game-theoretic Nash Bargaining Solution (NBS) framework to ensure that each user receives the minimum video quality requirements, while maintaining fairness over the cognitive radio system. An optimization problem is formulated, where the objective is the maximization of the Nash product while minimizing the waste of resources. The problem is solved by using a Swarm Intelligence optimizer, namely Particle Swarm Optimization. Due to the high dimensionality of the problem, we also introduce a dimension-reduction technique. Our experimental results demonstrate the fairness imposed by the employed NBS framework.

  6. Supporting capacity sharing in the cloud manufacturing environment based on game theory and fuzzy logic

    NASA Astrophysics Data System (ADS)

    Argoneto, Pierluigi; Renna, Paolo

    2016-02-01

    This paper proposes a Framework for Capacity Sharing in Cloud Manufacturing (FCSCM) able to support the capacity sharing issue among independent firms. The success of geographical distributed plants depends strongly on the use of opportune tools to integrate their resources and demand forecast in order to gather a specific production objective. The framework proposed is based on two different tools: a cooperative game algorithm, based on the Gale-Shapley model, and a fuzzy engine. The capacity allocation policy takes into account the utility functions of the involved firms. It is shown how the capacity allocation policy proposed induces all firms to report truthfully their information about their requirements. A discrete event simulation environment has been developed to test the proposed FCSCM. The numerical results show the drastic reduction of unsatisfied capacity obtained by the model of cooperation implemented in this work.

  7. A hybrid fuzzy logic/constraint satisfaction problem approach to automatic decision making in simulation game models.

    PubMed

    Braathen, Sverre; Sendstad, Ole Jakob

    2004-08-01

    Possible techniques for representing automatic decision-making behavior approximating human experts in complex simulation model experiments are of interest. Here, fuzzy logic (FL) and constraint satisfaction problem (CSP) methods are applied in a hybrid design of automatic decision making in simulation game models. The decision processes of a military headquarters are used as a model for the FL/CSP decision agents choice of variables and rulebases. The hybrid decision agent design is applied in two different types of simulation games to test the general applicability of the design. The first application is a two-sided zero-sum sequential resource allocation game with imperfect information interpreted as an air campaign game. The second example is a network flow stochastic board game designed to capture important aspects of land manoeuvre operations. The proposed design is shown to perform well also in this complex game with a very large (billionsize) action set. Training of the automatic FL/CSP decision agents against selected performance measures is also shown and results are presented together with directions for future research.

  8. Modeling Resources Allocation in Attacker-Defender Games with "Warm Up" CSF.

    PubMed

    Guan, Peiqiu; Zhuang, Jun

    2016-04-01

    Like many other engineering investments, the attacker's and defender's investments may have limited impact without initial capital to "warm up" the systems. This article studies such "warm up" effects on both the attack and defense equilibrium strategies in a sequential-move game model by developing a class of novel and more realistic contest success functions. We first solve a single-target attacker-defender game analytically and provide numerical solutions to a multiple-target case. We compare the results of the models with and without consideration of the investment "warm up" effects, and find that the defender would suffer higher expected damage, and either underestimate the attacker effort or waste defense investment if the defender falsely believes that no investment "warm up" effects exist. We illustrate the model results with real data, and compare the results of the models with and without consideration of the correlation between the "warm up" threshold and the investment effectiveness. Interestingly, we find that the defender is suggested to give up defending all the targets when the attack or the defense "warm up" thresholds are sufficiently high. This article provides new insights and suggestions on policy implications for homeland security resource allocation. © 2015 Society for Risk Analysis.

  9. The CCTC Quick-Reacting General War Gaming System (QUICK) Users Manual. Volume 3. Weapon Allocation Subsystem

    DTIC Science & Technology

    1978-04-15

    analyst who is concerned with preparing the data base for a war game, selecting optional features of QUICK, designating control parameters, submitting...i/.,-j-t r? 70 ~ CoMPUIfE YsTIEM MANUAL CSM UM 9-77 VOLUME IIIC15 APRIL 1978 Lod COMMAND 9 \\.., & CONTROL 09 TECHNICAL . CENTER CCTC QUICK-REACTING...RECALC Mode ............................... 31 3.1.1.2 Non -RECALC Mode ........................... 31 3.1.1.3 Mode Selecti-n and JCL Consideration

  10. Alternate Reality Teaching: OurSpace

    DTIC Science & Technology

    2014-05-31

    as opposed to MINE . These elements, taken together, create an entertainment spectrum for gaming that evolves in sophistication as students advance...on this page is subject to restrictions on cover and notice page. Intific Inc. 17 colliding with an asteroid . Students manipulate different...unit of success throughout the game. RoboBall now begins with a "slide show" that sets up the game play conceits. Players watch as an asteroid swarm

  11. Controlling herding in minority game systems

    NASA Astrophysics Data System (ADS)

    Zhang, Ji-Qiang; Huang, Zi-Gang; Wu, Zhi-Xi; Su, Riqi; Lai, Ying-Cheng

    2016-02-01

    Resource allocation takes place in various types of real-world complex systems such as urban traffic, social services institutions, economical and ecosystems. Mathematically, the dynamical process of resource allocation can be modeled as minority games. Spontaneous evolution of the resource allocation dynamics, however, often leads to a harmful herding behavior accompanied by strong fluctuations in which a large majority of agents crowd temporarily for a few resources, leaving many others unused. Developing effective control methods to suppress and eliminate herding is an important but open problem. Here we develop a pinning control method, that the fluctuations of the system consist of intrinsic and systematic components allows us to design a control scheme with separated control variables. A striking finding is the universal existence of an optimal pinning fraction to minimize the variance of the system, regardless of the pinning patterns and the network topology. We carry out a generally applicable theory to explain the emergence of optimal pinning and to predict the dependence of the optimal pinning fraction on the network topology. Our work represents a general framework to deal with the broader problem of controlling collective dynamics in complex systems with potential applications in social, economical and political systems.

  12. Adaptive reproduction schedule as a cause of worker policing in social hymenoptera: a dynamic game analysis.

    PubMed

    Ohtsuki, Hisashi; Tsuji, Kazuki

    2009-06-01

    Evolutionary theories predict conflicts over sex allocation, male parentage, and reproductive allocation in hymenopteran societies. However, no theory to date has considered the evolution when a colony faces these three conflicts simultaneously. We tackled this issue by developing a dynamic game model, focusing especially on worker policing. Whereas a Nash equilibrium predicts male parentage patterns that are basically the same as those of relatedness-based worker-policing theory (queen multiple mating impedes worker reproduction), we also show the potential for worker policing under queen single mating. Worker policing will depend on the stage of colony growth that is caused by interaction with reproductive allocation conflict or a trade-off between current and future reproduction. Male production at an early stage greatly hinders the growth of the work force and undermines future inclusive fitness of colony members, leading to worker policing at the ergonomic stage. This new mechanism can explain much broader ranges of existing worker-policing behavior than that predicted from relatedness. Predictions differ in many respects from those of models assuming operation of only one or two of the three conflicts, suggesting the importance of interactions among conflicts.

  13. Game theory and plant ecology.

    PubMed

    McNickle, Gordon G; Dybzinski, Ray

    2013-04-01

    The fixed and plastic traits possessed by a plant, which may be collectively thought of as its strategy, are commonly modelled as density-independent adaptations to its environment. However, plant strategies may also represent density- or frequency-dependent adaptations to the strategies used by neighbours. Game theory provides the tools to characterise such density- and frequency-dependent interactions. Here, we review the contributions of game theory to plant ecology. After briefly reviewing game theory from the perspective of plant ecology, we divide our review into three sections. First, game theoretical models of allocation to shoots and roots often predict investment in those organs beyond what would be optimal in the absence of competition. Second, game theoretical models of enemy defence suggest that an individual's investment in defence is not only a means of reducing its own tissue damage but also a means of deflecting enemies onto competitors. Finally, game theoretical models of trade with mutualistic partners suggest that the optimal trade may reflect competition for access to mutualistic partners among plants. In short, our review provides an accessible entrance to game theory that will help plant ecologists enrich their research with its worldview and existing predictions. © 2013 Blackwell Publishing Ltd/CNRS.

  14. Appearance-Based Trust Behaviour Is Reduced in Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Ewing, Louise; Caulfield, Frances; Read, Ainsley; Rhodes, Gillian

    2015-01-01

    Typical individuals make rapid and reliable evaluations of trustworthiness from facial appearances, which can powerfully influence behaviour. However, the same may not be true for children with autism spectrum disorder. Using an economic trust game, the current study revealed that like typical children, children with autism spectrum disorder…

  15. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  16. Research on the applications of space technology

    NASA Technical Reports Server (NTRS)

    1979-01-01

    Communication satellites and technology transfer are discussed in seven individual reports. Topics cover: (1) NASA'S technological alternatives assuming that the orbit-spectrum resource will continue to be allocated to communication satellite service providers at zero price; (2) the economic aspects of orbit-spectrum allocation; (3) the cost structure of local distribution systems for satellite communication; (4) the economic basis for national science and technology policy; (5) the economics of the household economy; (6) government patent policy; and (7) screening and evaluation in information dissemination.

  17. A model for treating voice disorders in school-age children within a video gaming environment.

    PubMed

    King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman

    2012-09-01

    Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.

  18. Real-time monitoring prefrontal activities during online video game playing by functional near-infrared spectroscopy.

    PubMed

    Li, Yue; Zhang, Lei; Long, Kehong; Gong, Hui; Lei, Hao

    2018-02-16

    A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA). Game events, such as slaying an enemy and being slain by an enemy evoked region-specific time-locked hemodynamic/oxygenation responses in the prefrontal cortex (PFC). It was proposed that the VLPFC activities during LOL playing are likely responses to visuo-motor task load of the game, while the DLPFC/FPA activities may be involved in the constant shifts of attentional states and allocation of cognitive resources required by game playing. The present study demonstrated that it is feasible to use fNIRS to monitor real-time prefrontal activity during online video game playing. © 2018 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  19. Adaptive coding of the value of social cues with oxytocin, an fMRI study in autism spectrum disorder.

    PubMed

    Andari, Elissar; Richard, Nathalie; Leboyer, Marion; Sirigu, Angela

    2016-03-01

    The neuropeptide oxytocin (OT) is one of the major targets of research in neuroscience, with respect to social functioning. Oxytocin promotes social skills and improves the quality of face processing in individuals with social dysfunctions such as autism spectrum disorder (ASD). Although one of OT's key functions is to promote social behavior during dynamic social interactions, the neural correlates of this function remain unknown. Here, we combined acute intranasal OT (IN-OT) administration (24 IU) and fMRI with an interactive ball game and a face-matching task in individuals with ASD (N = 20). We found that IN-OT selectively enhanced the brain activity of early visual areas in response to faces as compared to non-social stimuli. OT inhalation modulated the BOLD activity of amygdala and hippocampus in a context-dependent manner. Interestingly, IN-OT intake enhanced the activity of mid-orbitofrontal cortex in response to a fair partner, and insula region in response to an unfair partner. These OT-induced neural responses were accompanied by behavioral improvements in terms of allocating appropriate feelings of trust toward different partners' profiles. Our findings suggest that OT impacts the brain activity of key areas implicated in attention and emotion regulation in an adaptive manner, based on the value of social cues. Copyright © 2016 Elsevier Ltd. All rights reserved.

  20. Sensitivities in a game theoretic approach to analyze allocation of water resources in the Nagobo basin, Ghana

    NASA Astrophysics Data System (ADS)

    Hossler, T. H. H. H.; Caers, J.; Lakshmi, V.; Harris, J. M.

    2016-12-01

    Changing weather patterns, such as shorter duration of rainfall have made water sourcesunreliable for local farmers in the Nagbo basin located in Northern Ghana. Farmers are thereforestarting to use groundwater as a secondary source (and sometimes primary source) of water fortheir needs. Groundwater will therefore be most likely subject to considerable stress in the nearfuture with longer dry spells and increasing water demand from users with different interests.Strategies must be adopted to optimally allocate water between the various stakeholders in anuncertain environment. Game Theory (GT) provides a framework for analyzing watermanagement in the Nagobo Basin. GT has recently gained attention in analyzing the impact androle of stakeholders in water resources management but the hydrological and hydrogeologicalmodels fail to account for the numerous data sources and leading uncertainties of thehydrogeological cycle. In this work, we describe by means of a synthetic model a situation in theNagobo basin with a 2-players game, considering both cooperation and non-cooperation. Ahydrological model of the basin is built using the different data available (surface and subsurface).We are interested in quantifying the impact of the uncertainty of the model parameters on thegame, affecting both player's strategies and the equilibrium. In particular, the stochastic nature insupply (recharge of the aquifer) and the uncertain nature of the subsurface (externalities) are areaof focus. A sensitivity analysis has been carried out and these results will be presented as well asthe outcome of the different games.

  1. Joint Machine Learning and Game Theory for Rate Control in High Efficiency Video Coding.

    PubMed

    Gao, Wei; Kwong, Sam; Jia, Yuheng

    2017-08-25

    In this paper, a joint machine learning and game theory modeling (MLGT) framework is proposed for inter frame coding tree unit (CTU) level bit allocation and rate control (RC) optimization in High Efficiency Video Coding (HEVC). First, a support vector machine (SVM) based multi-classification scheme is proposed to improve the prediction accuracy of CTU-level Rate-Distortion (R-D) model. The legacy "chicken-and-egg" dilemma in video coding is proposed to be overcome by the learning-based R-D model. Second, a mixed R-D model based cooperative bargaining game theory is proposed for bit allocation optimization, where the convexity of the mixed R-D model based utility function is proved, and Nash bargaining solution (NBS) is achieved by the proposed iterative solution search method. The minimum utility is adjusted by the reference coding distortion and frame-level Quantization parameter (QP) change. Lastly, intra frame QP and inter frame adaptive bit ratios are adjusted to make inter frames have more bit resources to maintain smooth quality and bit consumption in the bargaining game optimization. Experimental results demonstrate that the proposed MLGT based RC method can achieve much better R-D performances, quality smoothness, bit rate accuracy, buffer control results and subjective visual quality than the other state-of-the-art one-pass RC methods, and the achieved R-D performances are very close to the performance limits from the FixedQP method.

  2. A Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…

  3. Social stories: mechanisms of effectiveness in increasing game play skills in children diagnosed with autism spectrum disorder using a pretest posttest repeated measures randomized control group design.

    PubMed

    Quirmbach, Linda M; Lincoln, Alan J; Feinberg-Gizzo, Monica J; Ingersoll, Brooke R; Andrews, Siri M

    2009-02-01

    An increasing body of literature has indicated that social stories are an effective way to teach individuals diagnosed with autism appropriate social behavior. This study compared two formats of a social story targeting the improvement of social skills during game play using a pretest posttest repeated measures randomized control group design. A total of 45 children diagnosed with Autism Spectrum Disorder (ASD) ages 7-14 were randomly assigned to standard, directive, or control story conditions. Results demonstrated that the standard and directive story formats were equally as effective in eliciting, generalizing and maintaining the targeted social skills in participants who had prior game play experience and Verbal Comprehension Index (VCI) scores from the WISC-IV intelligence test in the borderline range or above.

  4. Social Behaviors and Active Videogame Play in Children with Autism Spectrum Disorder.

    PubMed

    Chung, Peter J; Vanderbilt, Douglas L; Soares, Neelkamal S

    2015-06-01

    Children with autism spectrum disorder (ASD) often display problematic and excessive videogame play. Using active videogames (AVGs) may have physical benefits, but its effects on socialization are unknown. We conducted an A-B-A' experiment comparing sedentary videogames and AVGs for three dyads of a child with ASD and his sibling. An augmented reality (AR) game was used to introduce AVGs. Sessions were coded for communication, positive affect, and aggression. One dyad had increases in positive affect with AVGs. Otherwise, social behaviors were unchanged or worse. The AR game demonstrated consistent elevations in social behaviors. Use of AVGs has inconsistent effects on social behavior for children with ASD. Further research is needed to understand mediators of response to AVGs. AR games should be evaluated for potential benefits on socialization and positive affect.

  5. Brief Report: Effects of Video-Based Group Instruction on Spontaneous Social Interaction of Adolescents with Autism Spectrum Disorders.

    PubMed

    Plavnick, Joshua B; Dueñas, Ana D

    2018-06-01

    Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All participants demonstrated an increase in both social interaction skills, replicating previous research on video-based group instruction for adolescents with ASD. The results suggest the procedure may be useful for teaching social skills that occur under natural conditions.

  6. Parental Mediation of Television Viewing and Videogaming of Adolescents with Autism Spectrum Disorder and Their Siblings

    ERIC Educational Resources Information Center

    Kuo, Melissa H.; Magill-Evans, Joyce; Zwaigenbaum, Lonnie

    2015-01-01

    Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of…

  7. Effectiveness of a Binocular Video Game vs Placebo Video Game for Improving Visual Functions in Older Children, Teenagers, and Adults With Amblyopia: A Randomized Clinical Trial.

    PubMed

    Gao, Tina Y; Guo, Cindy X; Babu, Raiju J; Black, Joanna M; Bobier, William R; Chakraborty, Arijit; Dai, Shuan; Hess, Robert F; Jenkins, Michelle; Jiang, Yannan; Kearns, Lisa S; Kowal, Lionel; Lam, Carly S Y; Pang, Peter C K; Parag, Varsha; Pieri, Roberto; Raveendren, Rajkumar Nallour; South, Jayshree; Staffieri, Sandra Elfride; Wadham, Angela; Walker, Natalie; Thompson, Benjamin

    2018-02-01

    Binocular amblyopia treatment using contrast-rebalanced stimuli showed promise in laboratory studies and requires clinical trial investigation in a home-based setting. To compare the effectiveness of a binocular video game with a placebo video game for improving visual functions in older children and adults. The Binocular Treatment of Amblyopia Using Videogames clinical trial was a multicenter, double-masked, randomized clinical trial. Between March 2014 and June 2016, 115 participants 7 years and older with unilateral amblyopia (amblyopic eye visual acuity, 0.30-1.00 logMAR; Snellen equivalent, 20/40-20/200) due to anisometropia, strabismus, or both were recruited. Eligible participants were allocated with equal chance to receive either the active or the placebo video game, with minimization stratified by age group (child, age 7 to 12 years; teenager, age 13 to 17 years; and adult, 18 years and older). Falling-blocks video games played at home on an iPod Touch for 1 hour per day for 6 weeks. The active video game had game elements split between eyes with a dichoptic contrast offset (mean [SD] initial fellow eye contrast, 0.23 [0.14]). The placebo video game presented identical images to both eyes. Change in amblyopic eye visual acuity at 6 weeks. Secondary outcomes included compliance, stereoacuity, and interocular suppression. Participants and clinicians who measured outcomes were masked to treatment allocation. Of the 115 included participants, 65 (56.5%) were male and 83 (72.2%) were white, and the mean (SD) age at randomization was 21.5 (13.6) years. There were 89 participants (77.4%) who had prior occlusion. The mean (SD) amblyopic eye visual acuity improved 0.06 (0.12) logMAR from baseline in the active group (n = 56) and 0.07 (0.10) logMAR in the placebo group (n = 59). The mean treatment difference between groups, adjusted for baseline visual acuity and age group, was -0.02 logMAR (95% CI, -0.06 to 0.02; P = .25). Compliance with more than 25% of prescribed game play was achieved by 36 participants (64%) in the active group and by 49 (83%) in the placebo group. At 6 weeks, 36 participants (64%) in the active group achieved fellow eye contrast greater than 0.9 in the binocular video game. No group differences were observed for any secondary outcomes. Adverse effects included 3 reports of transient asthenopia. The specific home-based binocular falling-blocks video game used in this clinical trial did not improve visual outcomes more than the placebo video game despite increases in fellow eye contrast during game play. More engaging video games with considerations for compliance may improve effectiveness. anzctr.org.au Identifier: ACTRN12613001004752.

  8. Speaking truth to power: the effect of candid feedback on how individuals with power allocate resources.

    PubMed

    Oc, Burak; Bashshur, Michael R; Moore, Celia

    2015-03-01

    Subordinates are often seen as impotent, able to react to but not affect how powerholders treat them. Instead, we conceptualize subordinate feedback as an important trigger of powerholders' behavioral self-regulation and explore subordinates' reciprocal influence on how powerholders allocate resources to them over time. In 2 experiments using a multiparty, multiround dictator game paradigm, we found that when subordinates provided candid feedback about whether they found prior allocations to be fair or unfair, powerholders regulated how self-interested their allocations were over time. However, when subordinates provided compliant feedback about powerholders' prior allocation decisions (offered consistently positive feedback, regardless of the powerholders' prior allocation), those powerholders made increasingly self-interested allocations over time. In addition, we showed that guilt partially mediates this relationship: powerholders feel more guilty after receiving negative feedback about an allocation, subsequently leading to a less self-interested allocation, whereas they feel less guilty after receiving positive feedback about an allocation, subsequently taking more for themselves. Our findings integrate the literature on upward feedback with theory about moral self-regulation to support the idea that subordinates are an important source of influence over those who hold power over them. PsycINFO Database Record (c) 2015 APA, all rights reserved.

  9. Pattern of money allocation in experimental games supports the stress hypothesis of gender differences in Toxoplasma gondii-induced behavioural changes.

    PubMed

    Lindová, Jitka; Kubena, Ales A; Sturcová, Hana; Krivohlavá, Romana; Novotná, Martina; Rubesová, Anna; Havlícek, Jan; Kodym, Petr; Flegr, Jaroslav

    2010-06-01

    Latent toxoplasmosis has been previously found to cause behavioural and personality changes in humans, which are specific for each gender. Here we tested the stress hypothesis of these gender differences based on the assumption that latent toxoplasmosis causes long-term subliminal stress. In line with this hypothesis, the gender difference will appear specifically in situations with interpersonal context because in contrast to the typical individualistic coping style of men, women have a tendency to express elevated prosocial behaviour under stress. Altogether 295 biology students (29/191 females and 27/104 males infected by T. gondii) played a modified version of the Dictator Game and the Trust Game. As predicted, a gender difference in the effect of latent toxoplasmosis was found for the measure of reciprocal altruism in the Trust Game (p = 0.016), but both genders appeared less generous when infected in the Dictator Game modified to minimize social connotation (p = 0.048).

  10. A cooperative game-theoretic framework for negotiating marine spatial allocation agreements among heterogeneous players.

    PubMed

    Kyriazi, Zacharoula; Lejano, Raul; Maes, Frank; Degraer, Steven

    2017-02-01

    Marine spatial allocation has become, in recent decades, a political flashpoint, fuelled by political power struggles, as well as the continuously increasing demand for marine space by both traditional and emerging marine uses. To effectively address this issue, we develop a decision-making procedure, that facilitates the distribution of disputed areas of specific size among heterogeneous players in a transparent and ethical way, while considering coalitional formations through coexistence. To do this, we model players' alternative strategies and payoffs within a cooperative game-theoretic framework. Depending on whether transferable utility (TU) or non-transferable utility (NTU) is the more appropriate assumption, we illustrate the use of the TU Shapley value and the Lejano's fixed point NTU Shapley value to solve for the ideal allocations. The applicability and effectiveness of the process has been tested in a case study area, the Dogger Bank Special Area of Conservation in the North Sea, which involves three totally or partially conflicting activities, i.e. fishing, nature conservation and wind farm development. The findings demonstrate that the process is capable of providing a unique, fair and equitable division of space Finally, among the two solution concepts proposed the fixed point NTU Shapley value manages to better address the heterogeneity of the players and thus to provide a more socially acceptable allocation that favours the weaker player, while demonstrating the importance of the monetary valuation attributed by each use to the area. Copyright © 2016 Elsevier Ltd. All rights reserved.

  11. Gamification - Environmental and Sustainable Development Organizations Could Do More

    NASA Astrophysics Data System (ADS)

    Ziegler, C. R.; Miller, C. A.; Kilaru, V.; French, R. A.; Costanza, R.; Brookes, A.

    2013-12-01

    The use of digital games to foster sustainable development and environmental goals has grown over the last 10 years. Innovative thinking and the origins of 'serious games,' 'games for change' and 'gamification' are partly rooted in movies and science fiction. Existing games illustrate a spectrum of approaches: for example, World Food Programme's FoodForce and University of Washington's Foldit. Environmental organizations globally (e.g. US EPA) have dabbled with game development and gamification, but have only touched the tip of the iceberg, particularly when compared to the success of the commercial gaming industry. We explore: 1) the intersection of environmental organization mission statements in the context of gamification efforts , 2) some examples of existing games, from simple to complex, 3) business model approaches (e.g. game development partnerships with academia, private industry, NGOs, etc.), 4) barriers, and 5) benefits of a more concerted and technologically-advanced approach to gamification for environmental organizations.

  12. Pollution control costs of a transboundary river basin: Empirical tests of the fairness and stability of cost allocation mechanisms using game theory.

    PubMed

    Shi, Guang-Ming; Wang, Jin-Nan; Zhang, Bing; Zhang, Zhe; Zhang, Yong-Liang

    2016-07-15

    With rapid economic growth, transboundary river basin pollution in China has become a very serious problem. Based on practical experience in other countries, cooperation among regions is an economic way to control the emission of pollutants. This study develops a game theoretic simulation model to analyze the cost effectiveness of reducing water pollutant emissions in four regions of the Jialu River basin while considering the stability and fairness of four cost allocation schemes. Different schemes (the nucleolus, the weak nucleolus, the Shapley value and the Separable Cost Remaining Benefit (SCRB) principle) are used to allocate regionally agreed-upon water pollutant abatement costs. The main results show that the fully cooperative coalition yielded the highest incremental gain for regions willing to cooperate if each region agreed to negotiate by transferring part of the incremental gain obtained from the cooperation to cover the losses of other regions. In addition, these allocation schemes produce different outcomes in terms of their fairness to the players and in terms of their derived stability, as measured by the Shapley-Shubik Power Index and the Propensity to Disrupt. Although the Shapley value and the SCRB principle exhibit superior fairness and stabilization to the other methods, only the SCRB principle may maintains full cooperation among regions over the long term. The results provide clear empirical evidence that regional gain allocation may affect the sustainability of cooperation. Therefore, it is implied that not only the cost-effectiveness but also the long-term sustainability should be considered while formulating and implementing environmental policies. Copyright © 2016 Elsevier Ltd. All rights reserved.

  13. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    PubMed

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  14. Applying Intermediate Microeconomics to Terrorism

    ERIC Educational Resources Information Center

    Anderton, Charles H.; Carter, John R.

    2006-01-01

    The authors show how microeconomic concepts and principles are applicable to the study of terrorism. The utility maximization model provides insights into both terrorist resource allocation choices and government counterterrorism efforts, and basic game theory helps characterize the strategic interdependencies among terrorists and governments.…

  15. Television, video game and social media use among children with ASD and typically developing siblings.

    PubMed

    Mazurek, Micah O; Wenstrup, Colleen

    2013-06-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.

  16. Frequency Allocation; The Radio Spectrum.

    ERIC Educational Resources Information Center

    Federal Communications Commission, Washington, DC.

    The Federal Communications Commission (FCC) assigns segments of the radio spectrum to categories of users, and specific frequencies within each segment to individual users. Since demand for channel space exceeds supply, the process is complex. The radio spectrum can be compared to a long ruler: the portion from 10-540 kiloHertz has been set aside…

  17. The CCTC Quick-Reacting General War Gaming System (QUICK) Program Maintenance Manual. Volume 3. Weapon Allocation Subsystem

    DTIC Science & Technology

    1978-04-15

    12. (Part 2 of 2) 70 B1 Calculate Revised I! Allocation Error [: Estimates For Each Attribute Category] Skip Change of tltipliers - No _ D-Do For All A...passing Onl to tilt next target , thlt current Value Of the target weight is revised . Altecr every two to four targets , the Laigrange multipliers art...delete a weapon, a new set of variables is delivered by WADOUT, and STALL uses this revised in- formation to decide whether more weapons should be added

  18. Summer Olympic Games.

    ERIC Educational Resources Information Center

    Barker, Norman, Jr.; And Others

    1984-01-01

    This issue focuses on an economic understanding of the 1984 Olympiad, held in Los Angeles, California. The theme article provides a conceptual introduction focused on the role of scarcity in the giving of awards, allocation mechanisms, competition, consumption versus investment, and private and external benefits of the Olympics. Four instructional…

  19. The Estimation of Lanchester Attrition-Rate Coefficients for an Aggregated Combat Model

    DTIC Science & Technology

    1976-06-01

    34 This was the beginning of the war game as a serious -- miäui ..^.^.,,-..^„..-^■.■^■^-^..^■^■-^^^■-■■^^-■.^■.w^^,^^^^^.--1- ■ ■ .^.aiaaggijjMattajagaa...war games , assessments regarding tit effects of combat and other decisions were made subjectively by a control team of experienced military...single game , it is not a feasible mechanism for analyzing a broid spectrum of system alternatives in a responsive manner to meet planning cycle

  20. Machine learning based Intelligent cognitive network using fog computing

    NASA Astrophysics Data System (ADS)

    Lu, Jingyang; Li, Lun; Chen, Genshe; Shen, Dan; Pham, Khanh; Blasch, Erik

    2017-05-01

    In this paper, a Cognitive Radio Network (CRN) based on artificial intelligence is proposed to distribute the limited radio spectrum resources more efficiently. The CRN framework can analyze the time-sensitive signal data close to the signal source using fog computing with different types of machine learning techniques. Depending on the computational capabilities of the fog nodes, different features and machine learning techniques are chosen to optimize spectrum allocation. Also, the computing nodes send the periodic signal summary which is much smaller than the original signal to the cloud so that the overall system spectrum source allocation strategies are dynamically updated. Applying fog computing, the system is more adaptive to the local environment and robust to spectrum changes. As most of the signal data is processed at the fog level, it further strengthens the system security by reducing the communication burden of the communications network.

  1. A Game Theory Based Solution for Security Challenges in CRNs

    NASA Astrophysics Data System (ADS)

    Poonam; Nagpal, Chander Kumar

    2018-03-01

    Cognitive radio networks (CRNs) are being envisioned to drive the next generation Ad hoc wireless networks due to their ability to provide communications resilience in continuously changing environments through the use of dynamic spectrum access. Conventionally CRNs are dependent upon the information gathered by other secondary users to ensure the accuracy of spectrum sensing making them vulnerable to security attacks leading to the need of security mechanisms like cryptography and trust. However, a typical cryptography based solution is not a viable security solution for CRNs owing to their limited resources. Effectiveness of trust based approaches has always been, in question, due to credibility of secondary trust resources. Game theory with its ability to optimize in an environment of conflicting interests can be quite a suitable tool to manage an ad hoc network in the presence of autonomous selfish/malevolent/malicious and attacker nodes. The literature contains several theoretical proposals for augmenting game theory in the ad hoc networks without explicit/detailed implementation. This paper implements a game theory based solution in MATLAB-2015 to secure the CRN environment and compares the obtained results with the traditional approaches of trust and cryptography. The simulation result indicates that as the time progresses the game theory performs much better with higher throughput, lower jitter and better identification of selfish/malicious nodes.

  2. Intelligent cognitive radio jamming - a game-theoretical approach

    NASA Astrophysics Data System (ADS)

    Dabcevic, Kresimir; Betancourt, Alejandro; Marcenaro, Lucio; Regazzoni, Carlo S.

    2014-12-01

    Cognitive radio (CR) promises to be a solution for the spectrum underutilization problems. However, security issues pertaining to cognitive radio technology are still an understudied topic. One of the prevailing such issues are intelligent radio frequency (RF) jamming attacks, where adversaries are able to exploit on-the-fly reconfigurability potentials and learning mechanisms of cognitive radios in order to devise and deploy advanced jamming tactics. In this paper, we use a game-theoretical approach to analyze jamming/anti-jamming behavior between cognitive radio systems. A non-zero-sum game with incomplete information on an opponent's strategy and payoff is modelled as an extension of Markov decision process (MDP). Learning algorithms based on adaptive payoff play and fictitious play are considered. A combination of frequency hopping and power alteration is deployed as an anti-jamming scheme. A real-life software-defined radio (SDR) platform is used in order to perform measurements useful for quantifying the jamming impacts, as well as to infer relevant hardware-related properties. Results of these measurements are then used as parameters for the modelled jamming/anti-jamming game and are compared to the Nash equilibrium of the game. Simulation results indicate, among other, the benefit provided to the jammer when it is employed with the spectrum sensing algorithm in proactive frequency hopping and power alteration schemes.

  3. Video Game Playing Effects on Obesity in an Adolescent with Autism Spectrum Disorder: A Case Study.

    PubMed

    Strahan, Brandy E; Elder, Jennifer H

    2015-01-01

    Adolescent obesity has tripled in the past two decades, and adolescents with disabilities, specifically autism spectrum disorders (ASD), may be at greater risk for obesity due to the behavioral, physical, and psychosocial complications related to their disorder. This case study reports the effects of video game playing on an obese adolescent with ASD and illustrates the use of a multiple baseline single subject design. Over 12 weeks, the participant played inactive (6 weeks) and active video games (6 weeks) on the Wii console. Physiological data were evaluated weekly at home. Stress and anxiety were measured via the Stress Survey Schedule for Individuals with Autism and Other Pervasive Non-Developmental Disorders (SSS) and the Behavior Assessment System for Children Second Edition (BASC-2) pre- and postintervention. The Therapy Attitude Inventory (TAI) was used to determine parental perception of video game playing as a socially valid intervention to reduce stress and anxiety. Results demonstrated that active video game playing slowed and/or reduced weight and BMI with minimal changes to waist-to-hip ratios, triceps skinfolds, and stress and anxiety. This study demonstrates how alternative methods for physical activity may be used to improve health outcomes of overweight/obese adolescents with ASD and suggests directions for future research.

  4. Cooperation and heterogeneity of the autistic mind.

    PubMed

    Yoshida, Wako; Dziobek, Isabel; Kliemann, Dorit; Heekeren, Hauke R; Friston, Karl J; Dolan, Ray J

    2010-06-30

    Individuals with autism spectrum conditions (ASCs) have a core difficulty in recursively inferring the intentions of others. The precise cognitive dysfunctions that determine the heterogeneity at the heart of this spectrum, however, remains unclear. Furthermore, it remains possible that impairment in social interaction is not a fundamental deficit but a reflection of deficits in distinct cognitive processes. To better understand heterogeneity within ASCs, we employed a game-theoretic approach to characterize unobservable computational processes implicit in social interactions. Using a social hunting game with autistic adults, we found that a selective difficulty representing the level of strategic sophistication of others, namely inferring others' mindreading strategy, specifically predicts symptom severity. In contrast, a reduced ability in iterative planning was predicted by overall intellectual level. Our findings provide the first quantitative approach that can reveal the underlying computational dysfunctions that generate the autistic "spectrum."

  5. Designing affective video games to support the social-emotional development of teenagers with autism spectrum disorders.

    PubMed

    Khandaker, Mitu

    2009-01-01

    Autism spectrum disorders (ASD) are a group of developmental neuropsychiatric disorders, comprised of three diagnostic entities - autistic disorder (AD), Asperger's disorder (AS), and Pervasive Developmental Disorder Not Otherwise Specified (including atypical autism) (PDD-NOS). A number of intervention techniques are currently used to reduce some of the associated challenges, with techniques ranging from behavioral therapy to dietary interventions and traditional counseling. This positional paper proposes the use of video games which leverage affective computing technologies as intervention in autism spectrum disorders in the context of the use of traditional play therapy with adolescents, who may feel uncomfortable engaging in traditional play with toys they may be too old for. It aims to explore the potential for greater 'social physics' made possible by affective computing technologies. This involves computationally 'recognizing' emotions in a user, often through the use of multimodal affective sensors, including facial expressions, postural shifts, and physiological signals such as heart rate, skin conductivity, and EEG signals. However, it is suggested that this should be augmented by researching the effect of social game design mechanisms on social-emotional development, particularly for those who experience difficulty with social interaction.

  6. Perceived moral traits of others differentiate the neural activation that underlies inequity-aversion

    PubMed Central

    Nakatani, Hironori; Ogawa, Akitoshi; Suzuki, Chisato; Asamizuya, Takeshi; Ueno, Kenichi; Cheng, Kang; Okanoya, Kazuo

    2017-01-01

    We have a social preference to reduce inequity in the outcomes between oneself and others. Such a preference varies according to others. We performed functional magnetic resonance imaging during an economic game to investigate how the perceived moral traits of others modulate the neural activities that underlie inequity-aversion. The participants unilaterally allocated money to three partners (good, neutral, and bad). During presentation of the good and neutral partners, the anterior region of the rostral medial frontal cortex (arMFC) showed increased functional connectivity with the caudate head and the anterior insula, respectively. Following this, participants allocated more money to the good partner, and less to the bad partner, compared with the neutral partner. The caudate head and anterior insula showed greater activation during fair allocation to the good and unfair allocation to the neutral partners, respectively. However, these regions were silent during allocations to the bad partner. Therefore, the arMFC-caudate/insula circuit encompasses distinct neural processes that underlie inequity-aversion in monetary allocations that the different moral traits of others can modulate. PMID:28230155

  7. Game story space of professional sports: Australian rules football

    NASA Astrophysics Data System (ADS)

    Kiley, Dilan Patrick; Reagan, Andrew J.; Mitchell, Lewis; Danforth, Christopher M.; Dodds, Peter Sheridan

    2016-05-01

    Sports are spontaneous generators of stories. Through skill and chance, the script of each game is dynamically written in real time by players acting out possible trajectories allowed by a sport's rules. By properly characterizing a given sport's ecology of "game stories," we are able to capture the sport's capacity for unfolding interesting narratives, in part by contrasting them with random walks. Here we explore the game story space afforded by a data set of 1310 Australian Football League (AFL) score lines. We find that AFL games exhibit a continuous spectrum of stories rather than distinct clusters. We show how coarse graining reveals identifiable motifs ranging from last-minute comeback wins to one-sided blowouts. Through an extensive comparison with biased random walks, we show that real AFL games deliver a broader array of motifs than null models, and we provide consequent insights into the narrative appeal of real games.

  8. Efficient Nash Equilibrium Resource Allocation Based on Game Theory Mechanism in Cloud Computing by Using Auction

    PubMed Central

    Nezarat, Amin; Dastghaibifard, GH

    2015-01-01

    One of the most complex issues in the cloud computing environment is the problem of resource allocation so that, on one hand, the cloud provider expects the most profitability and, on the other hand, users also expect to have the best resources at their disposal considering the budget constraints and time. In most previous work conducted, heuristic and evolutionary approaches have been used to solve this problem. Nevertheless, since the nature of this environment is based on economic methods, using such methods can decrease response time and reducing the complexity of the problem. In this paper, an auction-based method is proposed which determines the auction winner by applying game theory mechanism and holding a repetitive game with incomplete information in a non-cooperative environment. In this method, users calculate suitable price bid with their objective function during several round and repetitions and send it to the auctioneer; and the auctioneer chooses the winning player based the suggested utility function. In the proposed method, the end point of the game is the Nash equilibrium point where players are no longer inclined to alter their bid for that resource and the final bid also satisfies the auctioneer’s utility function. To prove the response space convexity, the Lagrange method is used and the proposed model is simulated in the cloudsim and the results are compared with previous work. At the end, it is concluded that this method converges to a response in a shorter time, provides the lowest service level agreement violations and the most utility to the provider. PMID:26431035

  9. Efficient Nash Equilibrium Resource Allocation Based on Game Theory Mechanism in Cloud Computing by Using Auction.

    PubMed

    Nezarat, Amin; Dastghaibifard, G H

    2015-01-01

    One of the most complex issues in the cloud computing environment is the problem of resource allocation so that, on one hand, the cloud provider expects the most profitability and, on the other hand, users also expect to have the best resources at their disposal considering the budget constraints and time. In most previous work conducted, heuristic and evolutionary approaches have been used to solve this problem. Nevertheless, since the nature of this environment is based on economic methods, using such methods can decrease response time and reducing the complexity of the problem. In this paper, an auction-based method is proposed which determines the auction winner by applying game theory mechanism and holding a repetitive game with incomplete information in a non-cooperative environment. In this method, users calculate suitable price bid with their objective function during several round and repetitions and send it to the auctioneer; and the auctioneer chooses the winning player based the suggested utility function. In the proposed method, the end point of the game is the Nash equilibrium point where players are no longer inclined to alter their bid for that resource and the final bid also satisfies the auctioneer's utility function. To prove the response space convexity, the Lagrange method is used and the proposed model is simulated in the cloudsim and the results are compared with previous work. At the end, it is concluded that this method converges to a response in a shorter time, provides the lowest service level agreement violations and the most utility to the provider.

  10. The social power of regret: the effect of social appraisal and anticipated emotions on fair and unfair allocations in resource dilemmas.

    PubMed

    van der Schalk, Job; Kuppens, Toon; Bruder, Martin; Manstead, Antony S R

    2015-02-01

    We investigated how another person's emotions about resource allocation decisions influence observers' resource allocations by influencing the emotions that observers anticipate feeling if they were to act in the same way. Participants were exposed to an exemplar who made a fair or unfair division in an economic game and expressed pride or regret about this decision. Participants then made their own resource allocation decisions. Exemplar regret about acting fairly decreased the incidence of fair behavior (Studies 1A and 1B). Likewise, exemplar regret about acting unfairly increased the incidence of fair behavior (Study 2). The effect of others' emotions on observers' behavior was mediated by the observers' anticipated emotions. We discuss our findings in light of the view that social appraisal and anticipated emotions are important tools for social learning and may contribute to the formation and maintenance of social norms about greed and fairness.

  11. Eden Institute: Using Health Games for ASD Student and Staff Development.

    PubMed

    Ferguson, Moderator Bill; McCool, Participants Thomas; Gasdia, Dominique; Sharp, Tim; Breeman, Lisa; Parikh, Nish; Taub, Bob; Finkler, Nina

    2013-02-01

    Eden Autism Services is a leading-edge resource for children and adults suffering from more severe effects of autism spectrum disorder (ASD). The strategic use of games in the development of students, staff, teachers, parents, friends, and employers has advanced the quality of life of Eden's students and, consequently, their relationships, productivity, and happiness.

  12. Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD

    ERIC Educational Resources Information Center

    Spriggs, Amy D.; Gast, David L.; Knight, Victoria F.

    2016-01-01

    The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…

  13. Engagement with Electronic Screen Media among Students with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Mineo, Beth A.; Ziegler, William; Gill, Susan; Salkin, Donna

    2009-01-01

    This study investigated the relative engagement potential of four types of electronic screen media (ESM): animated video, video of self, video of a familiar person engaged with an immersive virtual reality (VR) game, and immersion of self in the VR game. Forty-two students with autism, varying in age and expressive communication ability, were…

  14. An Exploration of Friendships and Socialization for Adolescents with Autism Engaged in Massively Multiplayer Online Role-Playing Games (MMORPG)

    ERIC Educational Resources Information Center

    Gallup, Jennifer; Duff, Christine; Serianni, Barbara; Gallup, Adam

    2016-01-01

    A phenomenological study was conducted to investigate the social experiences and perceptions of friendship among three adolescents with an Autism Spectrum Disorder (ASD) engaged in online videogame play in the context of a massively multiplayer online role-playing game (MMORPG). Semi-structured interviews with three participants, diagnosed with…

  15. Television, Video Game and Social Media Use among Children with ASD and Typically Developing Siblings

    ERIC Educational Resources Information Center

    Mazurek, Micah O.; Wenstrup, Colleen

    2013-01-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…

  16. Computationally Efficient Power Allocation Algorithm in Multicarrier-Based Cognitive Radio Networks: OFDM and FBMC Systems

    NASA Astrophysics Data System (ADS)

    Shaat, Musbah; Bader, Faouzi

    2010-12-01

    Cognitive Radio (CR) systems have been proposed to increase the spectrum utilization by opportunistically access the unused spectrum. Multicarrier communication systems are promising candidates for CR systems. Due to its high spectral efficiency, filter bank multicarrier (FBMC) can be considered as an alternative to conventional orthogonal frequency division multiplexing (OFDM) for transmission over the CR networks. This paper addresses the problem of resource allocation in multicarrier-based CR networks. The objective is to maximize the downlink capacity of the network under both total power and interference introduced to the primary users (PUs) constraints. The optimal solution has high computational complexity which makes it unsuitable for practical applications and hence a low complexity suboptimal solution is proposed. The proposed algorithm utilizes the spectrum holes in PUs bands as well as active PU bands. The performance of the proposed algorithm is investigated for OFDM and FBMC based CR systems. Simulation results illustrate that the proposed resource allocation algorithm with low computational complexity achieves near optimal performance and proves the efficiency of using FBMC in CR context.

  17. Attention and working memory training: A feasibility study in children with neurodevelopmental disorders.

    PubMed

    Kerns, Kimberly A; Macoun, Sarah; MacSween, Jenny; Pei, Jacqueline; Hutchison, Marnie

    2017-01-01

    The current study investigated the efficacy of a game-based process specific intervention for improving attention and working memory in children with Fetal Alcohol Spectrum Disorders (FASD) and Autism Spectrum Disorders (ASD). The Caribbean Quest (CQ) is a 'serious game' that consists of five hierarchically structured tasks, delivered in an adaptive format, targeting different aspects of attention and/or working memory. In addition to game play, the intervention incorporates metacognitive strategies provided by trained educational assistants (EAs), to facilitate generalization and far transfer to academic and daily skills. EAs delivered the intervention to children (ages 6-13) during their regular school day, providing children with instruction in metacognitive strategies to improve game play, with participants completing approximately 12 hours of training over an 8 to 12 school week period. Pre- and post-test analyses revealed significant improvement on measures of working memory and attention, including reduced distractibility and improved divided attention skills. Additionally, children showed significant gains in performance on an academic measure of reading fluency, suggesting that training-related gains in attention and working memory transferred to classroom performance. Exit interviews with EAs revealed that the intervention was easily delivered within the school day, that children enjoyed the intervention, and that children transferred metacognitive strategies learned in game play into the classroom. Preliminary results support this game-based process specific intervention as a potentially effective treatment and useful tool for supporting cognitive improvements in children with FASD or ASD, when delivered as part of an overall treatment plan.

  18. Projecting the Growth of Television Broadcasting: Implications for Spectrum Use.

    ERIC Educational Resources Information Center

    Park, Rolla Edward; And Others

    The purposes of this study are (1) to estimate the number of commercial UHF television stations that are likely to come on the air between the present and 1990, and (2) to determine whether spectrum resources already allocated will be adequate in meeting this demand. Collaterally, the study seeks to determine whether some spectrum space now…

  19. Unmet Needs of Families of School-Aged Children with an Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Brown, Hilary K.; Ouellette-Kuntz, Helene; Hunter, Duncan; Kelley, Elizabeth; Cobigo, Virginie

    2012-01-01

    Background: To aid decision making regarding the allocation of limited resources, information is needed on the perceived unmet needs of parents of school-aged children with an autism spectrum disorder. Materials and Methods: A cross-sectional survey was conducted of 101 Canadian families of school-aged children with an autism spectrum disorder.…

  20. 47 CFR 27.1237 - Pro rata allocation of transition costs.

    Code of Federal Regulations, 2013 CFR

    2013-10-01

    ...) Proponent-driven transitions. BRS licensees and lessees, entities that lease EBS spectrum for a commercial... equals the pro rata share; (2) L equals the amount of spectrum used by a BRS licensee or lessee or... agreement with an EBS or BRS licensee; (3) T equals the total amount of spectrum licensed or leased for...

  1. 47 CFR 90.1432 - Conditions for waiver to allow limited and temporary wideband operations in the 700 MHz public...

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... temporary wideband operations in the 700 MHz public safety spectrum. 90.1432 Section 90.1432... and temporary wideband operations in the 700 MHz public safety spectrum. (a) Wideband operations in the 700 MHz Public Safety spectrum. Wideband operations are prohibited in the public safety allocation...

  2. 47 CFR 27.1237 - Pro rata allocation of transition costs.

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ...) Proponent-driven transitions. BRS licensees and lessees, entities that lease EBS spectrum for a commercial... equals the pro rata share; (2) L equals the amount of spectrum used by a BRS licensee or lessee or... agreement with an EBS or BRS licensee; (3) T equals the total amount of spectrum licensed or leased for...

  3. 47 CFR 90.1432 - Conditions for waiver to allow limited and temporary wideband operations in the 700 MHz public...

    Code of Federal Regulations, 2012 CFR

    2012-10-01

    ... temporary wideband operations in the 700 MHz public safety spectrum. 90.1432 Section 90.1432... and temporary wideband operations in the 700 MHz public safety spectrum. (a) Wideband operations in the 700 MHz Public Safety spectrum. Wideband operations are prohibited in the public safety allocation...

  4. 47 CFR 27.1237 - Pro rata allocation of transition costs.

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ...) Proponent-driven transitions. BRS licensees and lessees, entities that lease EBS spectrum for a commercial... equals the pro rata share; (2) L equals the amount of spectrum used by a BRS licensee or lessee or... agreement with an EBS or BRS licensee; (3) T equals the total amount of spectrum licensed or leased for...

  5. 47 CFR 90.1432 - Conditions for waiver to allow limited and temporary wideband operations in the 700 MHz public...

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... temporary wideband operations in the 700 MHz public safety spectrum. 90.1432 Section 90.1432... and temporary wideband operations in the 700 MHz public safety spectrum. (a) Wideband operations in the 700 MHz Public Safety spectrum. Wideband operations are prohibited in the public safety allocation...

  6. Controlling collective dynamics in complex minority-game resource-allocation systems

    NASA Astrophysics Data System (ADS)

    Zhang, Ji-Qiang; Huang, Zi-Gang; Dong, Jia-Qi; Huang, Liang; Lai, Ying-Cheng

    2013-05-01

    Resource allocation takes place in various kinds of real-world complex systems, such as traffic systems, social services institutions or organizations, or even ecosystems. The fundamental principle underlying complex resource-allocation dynamics is Boolean interactions associated with minority games, as resources are generally limited and agents tend to choose the least used resource based on available information. A common but harmful dynamical behavior in resource-allocation systems is herding, where there are time intervals during which a large majority of the agents compete for a few resources, leaving many other resources unused. Accompanying the herd behavior is thus strong fluctuations with time in the number of resources being used. In this paper, we articulate and establish that an intuitive control strategy, namely pinning control, is effective at harnessing the herding dynamics. In particular, by fixing the choices of resources for a few agents while leaving the majority of the agents free, herding can be eliminated completely. Our investigation is systematic in that we consider random and targeted pinning and a variety of network topologies, and we carry out a comprehensive analysis in the framework of mean-field theory to understand the working of control. The basic philosophy is then that, when a few agents waive their freedom to choose resources by receiving sufficient incentives, the majority of the agents benefit in that they will make fair, efficient, and effective use of the available resources. Our work represents a basic and general framework to address the fundamental issue of fluctuations in complex dynamical systems with significant applications to social, economical, and political systems.

  7. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial.

    PubMed

    Simons, Monique; Chinapaw, Mai J M; van de Bovenkamp, Maaike; de Boer, Michiel R; Seidell, Jacob C; Brug, Johannes; de Vet, Emely

    2014-03-24

    Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12-16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents' measured BMI-SDS (SDS=adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents' self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents. Dutch Trial register NTR3228.

  8. Active video games as a tool to prevent excessive weight gain in adolescents: rationale, design and methods of a randomized controlled trial

    PubMed Central

    2014-01-01

    Background Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games –i.e. active games- may be a promising alternative to traditional non-active games to promote physical activity and reduce sedentary behaviors in youth. The aim of this manuscript is to describe the design of a study evaluating the effects of a family oriented active game intervention, incorporating several motivational elements, on anthropometrics and health behaviors in adolescents. Methods/Design The study is a randomized controlled trial (RCT), with non-active gaming adolescents aged 12 – 16 years old randomly allocated to a ten month intervention (receiving active games, as well as an encouragement to play) or a waiting-list control group (receiving active games after the intervention period). Primary outcomes are adolescents’ measured BMI-SDS (SDS = adjusted for mean standard deviation score), waist circumference-SDS, hip circumference and sum of skinfolds. Secondary outcomes are adolescents’ self-reported time spent playing active and non-active games, other sedentary activities and consumption of sugar-sweetened beverages. In addition, a process evaluation is conducted, assessing the sustainability of the active games, enjoyment, perceived competence, perceived barriers for active game play, game context, injuries from active game play, activity replacement and intention to continue playing the active games. Discussion This is the first adequately powered RCT including normal weight adolescents, evaluating a reasonably long period of provision of and exposure to active games. Next, strong elements are the incorporating motivational elements for active game play and a comprehensive process evaluation. This trial will provide evidence regarding the potential contribution of active games in prevention of excessive weight gain in adolescents. Trial registration Dutch Trial register NTR3228. PMID:24661535

  9. Multi-language naming game

    NASA Astrophysics Data System (ADS)

    Zhou, Jianfeng; Lou, Yang; Chen, Guanrong; Tang, Wallace K. S.

    2018-04-01

    Naming game is a simulation-based experiment used to study the evolution of languages. The conventional naming game focuses on a single language. In this paper, a novel naming game model named multi-language naming game (MLNG) is proposed, where the agents are different-language speakers who cannot communicate with each other without a translator (interpreter) in between. The MLNG model is general, capable of managing k different languages with k ≥ 2. For illustration, the paper only discusses the MLNG with two different languages, and studies five representative network topologies, namely random-graph, WS small-world, NW small-world, scale-free, and random-triangle topologies. Simulation and analysis results both show that: 1) using the network features and based on the proportion of translators the probability of establishing a conversation between two or three agents can be theoretically estimated; 2) the relationship between the convergence speed and the proportion of translators has a power-law-like relation; 3) different agents require different memory sizes, thus a local memory allocation rule is recommended for saving memory resources. The new model and new findings should be useful for further studies of naming games and for better understanding of languages evolution from a dynamical network perspective.

  10. Knowledge discovery through games and game theory

    NASA Astrophysics Data System (ADS)

    Smith, James F., III; Rhyne, Robert D.

    2001-03-01

    A fuzzy logic based expert system has been developed that automatically allocates electronic attack (EA) resources in real-time over many dissimilar platforms. The platforms can be very general, e.g., ships, planes, robots, land based facilities, etc. Potential foes the platforms deal with can also be general. The initial version of the algorithm was optimized using a genetic algorithm employing fitness functions constructed based on expertise. A new approach is being explored that involves embedding the resource manager in a electronic game environment. The game allows a human expert to play against the resource manager in a simulated battlespace with each of the defending platforms being exclusively directed by the fuzzy resource manager and the attacking platforms being controlled by the human expert or operating autonomously under their own logic. This approach automates the data mining problem. The game automatically creates a database reflecting the domain expert's knowledge, it calls a data mining function, a genetic algorithm, for data mining of the database as required. The game allows easy evaluation of the information mined in the second step. The measure of effectiveness (MOE) for re-optimization is discussed. The mined information is extremely valuable as shown through demanding scenarios.

  11. A fault-tolerant small world topology control model in ad hoc networks for search and rescue

    NASA Astrophysics Data System (ADS)

    Tan, Mian; Fang, Ling; Wu, Yue; Zhang, Bo; Chang, Bowen; Holme, Petter; Zhao, Jing

    2018-02-01

    Due to their self-organized, multi-hop and distributed characteristics, ad hoc networks are useful in search and rescue. Topology control models need to be designed for energy-efficient, robust and fast communication in ad hoc networks. This paper proposes a topology control model which specializes for search and rescue-Compensation Small World-Repeated Game (CSWRG)-which integrates mobility models, constructing small world networks and a game-theoretic approach to the allocation of resources. Simulation results show that our mobility models can enhance the communication performance of the constructed small-world networks. Our strategy, based on repeated game, can suppress selfish behavior and compensate agents that encounter selfish or faulty neighbors. This model could be useful for the design of ad hoc communication networks.

  12. The Radio Frequency Environment at 240-270 MHz with Application to Signal-of-Opportunity Remote Sensing

    NASA Technical Reports Server (NTRS)

    Piepmeier, Jeffrey R.; Vega, Manuel; Fritts, Matthew; Du Toit, Cornelis; Knuble, Joseph; Lin, Yao-Cheng; Nold, Benjamin; Garrison, James

    2017-01-01

    Low frequency observations are desired for soil moisture and biomass remote sensing. Long wavelengths are needed to penetrate vegetation and Earths land surface. In addition to the technical challenges of developing Earth observing spaceflight instruments operating at low frequencies, the radio frequency spectrum allocated to remote sensing is limited. Signal-of-opportunity remote sensing offers the chance to use existing signals exploiting their allocated spectrum to make Earth science measurements. We have made observations of the radio frequency environment around 240-270 MHz and discuss properties of desired and undesired signals.

  13. The Metacognitions about Online Gaming Scale: Development and psychometric properties.

    PubMed

    Spada, Marcantonio M; Caselli, Gabriele

    2017-01-01

    Recent research has suggested that metacognitions may play a role across the spectrum of addictive behaviours. The goal of our studies was to develop the first self-report scale of metacognitions about online gaming. We conducted two studies with samples of online gamers (n=225, n=348) to test the structure and psychometric properties of the Metacognitions about Online Gaming Scale and examined its capacity to predict weekly online gaming hours and Internet addiction. Exploratory and confirmatory factor analyses supported a three-factor solution: positive metacognitions about online gaming, negative metacognitions about the uncontrollability of online gaming, and negative metacognitions about the dangers of online gaming. Internal consistency, predictive and divergent validity were acceptable. All the factors of the Metacognitions about Online Gaming Scale correlated positively with weekly online gaming hours and Internet addiction. Regression analyses showed that negative metacognitions about the uncontrollability of online gaming and levels of Internet addiction were the only significant predictors of weekly online gaming hours, and that positive metacognitions about online gaming and negative metacognitions about the uncontrollability of online gaming were the only significant predictors of Internet addiction. The Metacognitions about Online Gaming Scale was shown to possess good psychometric properties, as well as predictive and divergent validity within the populations that were tested. Copyright © 2015 Elsevier Ltd. All rights reserved.

  14. Action video games and improved attentional control: Disentangling selection- and response-based processes.

    PubMed

    Chisholm, Joseph D; Kingstone, Alan

    2015-10-01

    Research has demonstrated that experience with action video games is associated with improvements in a host of cognitive tasks. Evidence from paradigms that assess aspects of attention has suggested that action video game players (AVGPs) possess greater control over the allocation of attentional resources than do non-video-game players (NVGPs). Using a compound search task that teased apart selection- and response-based processes (Duncan, 1985), we required participants to perform an oculomotor capture task in which they made saccades to a uniquely colored target (selection-based process) and then produced a manual directional response based on information within the target (response-based process). We replicated the finding that AVGPs are less susceptible to attentional distraction and, critically, revealed that AVGPs outperform NVGPs on both selection-based and response-based processes. These results not only are consistent with the improved-attentional-control account of AVGP benefits, but they suggest that the benefit of action video game playing extends across the full breadth of attention-mediated stimulus-response processes that impact human performance.

  15. The Dark Side of Altruistic Third-Party Punishment

    ERIC Educational Resources Information Center

    Leibbrandt, Andreas; Lopez-Perez, Raul

    2011-01-01

    This article experimentally studies punishment from unaffected third parties in ten different games. The authors show that third-party punishment exhibits several features that are arguably undesirable. First, third parties punish strongly a decider if she chooses a socially efficient or a Pareto efficient allocation and becomes the richest party…

  16. Theater-Level Gaming and Analysis Workshop for Force Planning. Volume II. Summary, Discussion of Issues and Requirements for Research. September 27- 29, 1977, Held at Xerox International Center for Training and Management Development, Leesburg, Virginia

    DTIC Science & Technology

    1981-05-01

    be allocated to targets on the battlefield and in the rear area. The speaker describes the VECTOR I/NUCLEAR model, a combination of the UNICORN target...outlined. UNICORN is compatible with VECTOR 1 in level of detail. It is an expected value damage model and uses linear programming to optimize the...and a growing appreciation for the power of simulation in addressing large, complex problems, it was only a few short years before these games had

  17. A Strategic Bargaining Game for a Spectrum Sharing Scheme in Cognitive Radio-Based Heterogeneous Wireless Sensor Networks.

    PubMed

    Mao, Yuxing; Cheng, Tao; Zhao, Huiyuan; Shen, Na

    2017-11-27

    In Wireless Sensor Networks (WSNs), unlicensed users, that is, sensor nodes, have excessively exploited the unlicensed radio spectrum. Through Cognitive Radio (CR), licensed radio spectra, which are owned by licensed users, can be partly or entirely shared with unlicensed users. This paper proposes a strategic bargaining spectrum-sharing scheme, considering a CR-based heterogeneous WSN (HWSN). The sensors of HWSNs are discrepant and exist in different wireless environments, which leads to various signal-to-noise ratios (SNRs) for the same or different licensed users. Unlicensed users bargain with licensed users regarding the spectrum price. In each round of bargaining, licensed users are allowed to adaptively adjust their spectrum price to the best for maximizing their profits. . Then, each unlicensed user makes their best response and informs licensed users of "bargaining" and "warning". Through finite rounds of bargaining, this scheme can obtain a Nash bargaining solution (NBS), which makes all licensed and unlicensed users reach an agreement. The simulation results demonstrate that the proposed scheme can quickly find a NBS and all players in the game prefer to be honest. The proposed scheme outperforms existing schemes, within a certain range, in terms of fairness and trade success probability.

  18. Towards an equitable allocation of the cost of a global change adaptation plan at the river basin scale: going beyond the perfect cooperation assumption

    NASA Astrophysics Data System (ADS)

    Girard, Corentin; Rinaudo, Jean-Daniel; Pulido-Velázquez, Manuel

    2015-04-01

    Adaptation to global change is a key issue in the planning of water resource systems in a changing world. Adaptation has to be efficient, but also equitable in the share of the costs of joint adaptation at the river basin scale. Least-cost hydro-economic optimization models have been helpful at defining efficient adaptation strategies. However, they often rely on the assumption of a "perfect cooperation" among the stakeholders, required for reaching the optimal solution. Nowadays, most adaptation decisions have to be agreed among the different actors in charge of their implementation, thus challenging the validity of a perfect command-and-control solution. As a first attempt to over-pass this limitation, our work presents a method to allocate the cost of an efficient adaptation programme of measures among the different stakeholders at the river basin scale. Principles of equity are used to define cost allocation scenarios from different perspectives, combining elements from cooperative game theory and axioms from social justice to bring some "food for thought" in the decision making process of adaptation. To illustrate the type of interactions between stakeholders in a river basin, the method has been applied in a French case study, the Orb river basin. Located on the northern rim of the Mediterranean Sea, this river basin is experiencing changes in demand patterns, and its water resources will be impacted by climate change, calling for the design of an adaptation plan. A least-cost river basin optimization model (LCRBOM) has been developed under GAMS to select the combination of demand- and supply-side adaptation measures that allows meeting quantitative water management targets at the river basin scale in a global change context. The optimal adaptation plan encompasses measures in both agricultural and urban sectors, up-stream and down-stream of the basin, disregarding the individual interests of the stakeholders. In order to ensure equity in the cost allocation of the adaptation plan, different allocation scenarios are considered. The LCRBOM allows defining a solution space based on economic rationality concepts from cooperative game theory (the core of the game), and then, to define equitable allocation of the cost of the programme of measures (the Shapley value and the nucleolus). Moreover, alternative allocation scenarios have been considered based on axiomatic principles of social justice, such as "utilitarian", "prior rights" or "strict equality", applied in the case study area. The comparison of the cost allocation scenarios brings insight to inform the decision making process at the river basin scale and potentially reap the efficiency gains from cooperation in the design of adaptation plan. The study has been partially supported by the IMPADAPT project /CGL2013-48424-C2-1-R) from the Spanish ministry MINECO (Ministerio de Economía y Competitividad) and European FEDER funds. Corentin Girard is supported by a grant from the University Lecturer Training Program (FPU12/03803) of the Ministry of Education, Culture and Sports of Spain.

  19. The effects of an action video game on visual and affective information processing.

    PubMed

    Bailey, Kira; West, Robert

    2013-04-04

    Playing action video games can have beneficial effects on visuospatial cognition and negative effects on social information processing. However, these two effects have not been demonstrated in the same individuals in a single study. The current study used event-related brain potentials (ERPs) to examine the effects of playing an action or non-action video game on the processing of emotion in facial expression. The data revealed that 10h of playing an action or non-action video game had differential effects on the ERPs relative to a no-contact control group. Playing an action game resulted in two effects: one that reflected an increase in the amplitude of the ERPs following training over the right frontal and posterior regions that was similar for angry, happy, and neutral faces; and one that reflected a reduction in the allocation of attention to happy faces. In contrast, playing a non-action game resulted in changes in slow wave activity over the central-parietal and frontal regions that were greater for targets (i.e., angry and happy faces) than for non-targets (i.e., neutral faces). These data demonstrate that the contrasting effects of action video games on visuospatial and emotion processing occur in the same individuals following the same level of gaming experience. This observation leads to the suggestion that caution should be exercised when using action video games to modify visual processing, as this experience could also have unintended effects on emotion processing. Published by Elsevier B.V.

  20. Impact of Co-Site Interference on L/C-Band Spectrum for UAS Control and Non-Payload Communications

    NASA Technical Reports Server (NTRS)

    Kerczewski, Robert J.; Bishop, William D.; Hoder, Douglas J.; Shalkhauser, Kurt A.; Wilson, Jeffrey D.

    2015-01-01

    In order to provide for the safe integration of unmanned aircraft systems into the National Airspace System, the control and non-payload communications (CNPC) link connecting the ground-based pilot with the unmanned aircraft must be highly reliable. A specific requirement is that it must operate using aviation safety radiofrequency spectrum. The 2012 World Radiocommunication Conference (WRC-12) provided a potentially suitable allocation for LOS CNPC spectrum in C-Band at 5030-5091 MHz band which, when combined with a previous allocation in L-Band (960-1164 MHz) may satisfy the LOS spectrum requirement and provide for high reliability through dual-band redundancy. However, the LBand spectrum hosts a number of aeronautical navigation systems which require high-power transmitters on-board the aircraft. These high-power transmitters co-located with sensitive CNPC receivers operating in the same frequency band have the potential to create co-site interference, reducing the performance of the CNPC receivers and ultimately reducing the usability of the L-Band for CNPC. This paper examines the potential for co-site interference, as highlighted in recent flight tests, and discusses the impact on the UAS CNPC spectrum availability and requirements for further testing and analysis.

  1. A "not-for-profit" regulatory model for legal recreational cannabis: Insights from the regulation of gaming machine gambling in New Zealand.

    PubMed

    Wilkins, Chris

    2018-03-01

    A dozen or more regulatory frameworks have been proposed for legal cannabis but many of the "not-for-profit" options have yet to be developed in any detail, reducing the likelihood they will be seriously considered by policy makers. New Zealand's innovative "not-for-profit" regulatory regime for gaming machine gambling (i.e. "slot machines") has reversed the previous increase in gambling expenditure, empowered local councils to cap the number of gambling venues, and is unique in requiring the societies operating gaming machines to distribution 40% of the gross expenditure from machines (i.e. $NZ 262 million in 2015) to community purposes (e.g. sports). However, the regime has been criticised for not addressing the concentration of gaming outlets in poorer communities, and not requiring grants to be allocated in the disadvantaged communities where outlets are located. There have also been cases of gaming societies providing community grants in exchange for direct or indirect benefits. In this paper we adapt this regulatory approach to a legal cannabis market. Under the proposed regime, licensed "not-for-profit" cannabis societies will be required to distribute 20% of cannabis sales to drug treatment and 20% to community purposes, including drug prevention. Grants must be allocated in the regions where cannabis sales are made and grant committees must be independent from cannabis societies. A 20% levy will be used to cover the wider health costs of cannabis use. A further 10% levy will be used to fund the regulator and evaluate the new regime. Local councils will have the power to decide how many, and where, cannabis retail outlets are located. Other important elements include a minimum price for cannabis, effective taxation of cannabis products, regulating CBD in cannabis products, higher taxation of traditional smoking products, advertising restricted to place-of-sale, no internet sales, and restrictions on industry involvement in regulation making and research. Copyright © 2017. Published by Elsevier B.V.

  2. The Oxytocin Receptor (OXTR) Contributes to Prosocial Fund Allocations in the Dictator Game and the Social Value Orientations Task

    PubMed Central

    Israel, Salomon; Lerer, Elad; Shalev, Idan; Uzefovsky, Florina; Riebold, Mathias; Laiba, Efrat; Bachner-Melman, Rachel; Maril, Anat; Bornstein, Gary; Knafo, Ariel; Ebstein, Richard P.

    2009-01-01

    Background Economic games observe social decision making in the laboratory that involves real money payoffs. Previously we have shown that allocation of funds in the Dictator Game (DG), a paradigm that illustrates costly altruistic behavior, is partially determined by promoter-region repeat region variants in the arginine vasopressin 1a receptor gene (AVPR1a). In the current investigation, the gene encoding the related oxytocin receptor (OXTR) was tested for association with the DG and a related paradigm, the Social Values Orientation (SVO) task. Methodology/Principal Findings Association (101 male and 102 female students) using a robust-family based test between 15 single tagging SNPs (htSNPs) across the OXTR was demonstrated with both the DG and SVO. Three htSNPs across the gene region showed significant association with both of the two games. The most significant association was observed with rs1042778 (p = 0.001). Haplotype analysis also showed significant associations for both DG and SVO. Following permutation test adjustment, significance was observed for 2–5 locus haplotypes (p<0.05). A second sample of 98 female subjects was subsequently and independently recruited to play the dictator game and was genotyped for the three significant SNPs found in the first sample. The rs1042778 SNP was shown to be significant for the second sample as well (p = 0.004, Fisher's exact test). Conclusions The demonstration that genetic polymorphisms for the OXTR are associated with human prosocial decision making converges with a large body of animal research showing that oxytocin is an important social hormone across vertebrates including Homo sapiens. Individual differences in prosocial behavior have been shown by twin studies to have a substantial genetic basis and the current investigation demonstrates that common variants in the oxytocin receptor gene, an important element of mammalian social circuitry, underlie such individual differences. PMID:19461999

  3. Cooperative vehicle routing problem: an opportunity for cost saving

    NASA Astrophysics Data System (ADS)

    Zibaei, Sedighe; Hafezalkotob, Ashkan; Ghashami, Seyed Sajad

    2016-09-01

    In this paper, a novel methodology is proposed to solve a cooperative multi-depot vehicle routing problem. We establish a mathematical model for multi-owner VRP in which each owner (i.e. player) manages single or multiple depots. The basic idea consists of offering an option that owners cooperatively manage the VRP to save their costs. We present cooperative game theory techniques for cost saving allocations which are obtained from various coalitions of owners. The methodology is illustrated with a numerical example in which different coalitions of the players are evaluated along with the results of cooperation and cost saving allocation methods.

  4. How insurance affects altruistic provision in threshold public goods games.

    PubMed

    Zhang, Jianlei; Zhang, Chunyan; Cao, Ming

    2015-03-13

    The occurrence and maintenance of cooperative behaviors in public goods systems have attracted great research attention across multiple disciplines. A threshold public goods game requires a minimum amount of contributions to be collected from a group of individuals for provision to occur. Here we extend the common binary-strategy combination of cooperation and defection by adding a third strategy, called insured cooperation, which corresponds to buying an insurance covering the potential loss resulted from the unsuccessful public goods game. Particularly, only the contributing agents can opt to be insured, which is an effort decreasing the amount of the potential loss occurring. Theoretical computations suggest that when agents face the potential aggregate risk in threshold public goods games, more contributions occur with increasing compensation from insurance. Moreover, permitting the adoption of insurance significantly enhances individual contributions and facilitates provision, especially when the required threshold is high. This work also relates the strategy competition outcomes to different allocation rules once the resulted contributions exceed the threshold point in populations nested within a dilemma.

  5. Simultaneously selecting appropriate partners for gaming and strategy adaptation to enhance network reciprocity in the prisoner's dilemma

    NASA Astrophysics Data System (ADS)

    Tanimoto, Jun

    2014-01-01

    Network reciprocity is one mechanism for adding social viscosity, which leads to cooperative equilibrium in 2 × 2 prisoner's dilemma games. Previous studies have shown that cooperation can be enhanced by using a skewed, rather than a random, selection of partners for either strategy adaptation or the gaming process. Here we show that combining both processes for selecting a gaming partner and an adaptation partner further enhances cooperation, provided that an appropriate selection rule and parameters are adopted. We also show that this combined model significantly enhances cooperation by reducing the degree of activity in the underlying network; we measure the degree of activity with a quantity called effective degree. More precisely, during the initial evolutionary stage in which the global cooperation fraction declines because initially allocated cooperators becoming defectors, the model shows that weak cooperative clusters perish and only a few strong cooperative clusters survive. This finding is the most important key to attaining significant network reciprocity.

  6. Training Facial Expression Production in Children on the Autism Spectrum

    ERIC Educational Resources Information Center

    Gordon, Iris; Pierce, Matthew D.; Bartlett, Marian S.; Tanaka, James W.

    2014-01-01

    Children with autism spectrum disorder (ASD) show deficits in their ability to produce facial expressions. In this study, a group of children with ASD and IQ-matched, typically developing (TD) children were trained to produce "happy" and "angry" expressions with the FaceMaze computer game. FaceMaze uses an automated computer…

  7. Reduced Mimicry to Virtual Reality Avatars in Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Forbes, Paul A. G.; Pan, Xueni; de C. Hamilton, Antonia F.

    2016-01-01

    Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a…

  8. Prevalence and Correlates of Screen-Based Media Use among Youths with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Mazurek, Micah O.; Shattuck, Paul T.; Wagner, Mary; Cooper, Benjamin P.

    2012-01-01

    Anecdotal reports indicate that individuals with autism spectrum disorders (ASD) are often preoccupied with television, computers, and video games (screen-based media). However, few studies have examined this issue. The current study examined screen-based media use among a large, nationally representative sample of youths participating in the…

  9. A Brief Group Intervention Using Video Games to Teach Sportsmanship Skills to Children with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Ferguson, Bill R.; Gillis, Jennifer M.; Sevlever, Melina

    2013-01-01

    Impaired social skills represent a fundamental deficit for children with Autism Spectrum Disorders (ASD). Despite the potential importance of "good sportsmanship," this social skill has received relatively little attention in the literature. The current study utilized a Behavioral Skills Training (BST) approach to teach three…

  10. Using educational games to promote the seeking of a pharmacist and to teach key medication use messages: results from an inner city health party.

    PubMed

    Burghardt, Kyle J; Bowman, Margo R; Hibino, Maho; Opong-Owusu, Barima K; Pokora, Tiffany D; Reeves, Katherine; Vile, Kellie M

    2013-01-01

    Low health literacy affects 80-90 million Americans with low-income, minority populations being more vulnerable to this condition. One method of addressing limited literacy that may be particularly well accepted within vulnerable populations is the use of educational board games in order to emphasize seeking health information from reliable sources such as pharmacists. The research objective was to determine if the use of educational board games could impact community pharmacy patron intentions to seek pharmacist advice in an urban, minority, economically-disadvantaged population. Four medication-related educational games were played at an urban community pharmacy under the leadership of pharmacy students in the setting of a health party. Game messages, design, and evaluation processes were uniquely guided by community members' input. A verbally administered questionnaire measured game impact via knowledge and perception questions with responses compared between a non-randomly allocated intervention group and a control group. Ninety-nine adults were included in the intervention (or game) group and 94 adults were in the control group. Game participants were significantly more likely than the control group to indicate they would seek pharmacist medication advice in the future. Educational board games played in the setting of a health party can be a fun and effective way to convey selected health messages within an urban, minority, economically disadvantaged population. Community input into game development and layering multiple strategies for overcoming health literacy barriers were essential components of this initiative. Published by Elsevier Inc.

  11. Energy-efficient routing, modulation and spectrum allocation in elastic optical networks

    NASA Astrophysics Data System (ADS)

    Tan, Yanxia; Gu, Rentao; Ji, Yuefeng

    2017-07-01

    With tremendous growth in bandwidth demand, energy consumption problem in elastic optical networks (EONs) becomes a hot topic with wide concern. The sliceable bandwidth-variable transponder in EON, which can transmit/receive multiple optical flows, was recently proposed to improve a transponder's flexibility and save energy. In this paper, energy-efficient routing, modulation and spectrum allocation (EE-RMSA) in EONs with sliceable bandwidth-variable transponder is studied. To decrease the energy consumption, we develop a Mixed Integer Linear Programming (MILP) model with corresponding EE-RMSA algorithm for EONs. The MILP model jointly considers the modulation format and optical grooming in the process of routing and spectrum allocation with the objective of minimizing the energy consumption. With the help of genetic operators, the EE-RMSA algorithm iteratively optimizes the feasible routing path, modulation format and spectrum resources solutions by explore the whole search space. In order to save energy, the optical-layer grooming strategy is designed to transmit the lightpath requests. Finally, simulation results verify that the proposed scheme is able to reduce the energy consumption of the network while maintaining the blocking probability (BP) performance compare with the existing First-Fit-KSP algorithm, Iterative Flipping algorithm and EAMGSP algorithm especially in large network topology. Our results also demonstrate that the proposed EE-RMSA algorithm achieves almost the same performance as MILP on an 8-node network.

  12. Virtual optical network mapping and core allocation in elastic optical networks using multi-core fibers

    NASA Astrophysics Data System (ADS)

    Xuan, Hejun; Wang, Yuping; Xu, Zhanqi; Hao, Shanshan; Wang, Xiaoli

    2017-11-01

    Virtualization technology can greatly improve the efficiency of the networks by allowing the virtual optical networks to share the resources of the physical networks. However, it will face some challenges, such as finding the efficient strategies for virtual nodes mapping, virtual links mapping and spectrum assignment. It is even more complex and challenging when the physical elastic optical networks using multi-core fibers. To tackle these challenges, we establish a constrained optimization model to determine the optimal schemes of optical network mapping, core allocation and spectrum assignment. To solve the model efficiently, tailor-made encoding scheme, crossover and mutation operators are designed. Based on these, an efficient genetic algorithm is proposed to obtain the optimal schemes of the virtual nodes mapping, virtual links mapping, core allocation. The simulation experiments are conducted on three widely used networks, and the experimental results show the effectiveness of the proposed model and algorithm.

  13. Budget Allocation in a Competitive Communication Spectrum Economy

    NASA Astrophysics Data System (ADS)

    Lin, Ming-Hua; Tsai, Jung-Fa; Ye, Yinyu

    2009-12-01

    This study discusses how to adjust "monetary budget" to meet each user's physical power demand, or balance all individual utilities in a competitive "spectrum market" of a communication system. In the market, multiple users share a common frequency or tone band and each of them uses the budget to purchase its own transmit power spectra (taking others as given) in maximizing its Shannon utility or pay-off function that includes the effect of interferences. A market equilibrium is a budget allocation, price spectrum, and tone power distribution that independently and simultaneously maximizes each user's utility. The equilibrium conditions of the market are formulated and analyzed, and the existence of an equilibrium is proved. Computational results and comparisons between the competitive equilibrium and Nash equilibrium solutions are also presented, which show that the competitive market equilibrium solution often provides more efficient power distribution.

  14. Developing new scenarios for water allocation negotiations: a case study of the Euphrates River Basin

    NASA Astrophysics Data System (ADS)

    Jarkeh, Mohammad Reza; Mianabadi, Ameneh; Mianabadi, Hojjat

    2016-10-01

    Mismanagement and uneven distribution of water may lead to or increase conflict among countries. Allocation of water among trans-boundary river neighbours is a key issue in utilization of shared water resources. The bankruptcy theory is a cooperative Game Theory method which is used when the amount of demand of riparian states is larger than total available water. In this study, we survey the application of seven methods of Classical Bankruptcy Rules (CBRs) including Proportional (CBR-PRO), Adjusted Proportional (CBR-AP), Constrained Equal Awards (CBR-CEA), Constrained Equal Losses (CBR-CEL), Piniles (CBR-Piniles), Minimal Overlap (CBR-MO), Talmud (CBR-Talmud) and four Sequential Sharing Rules (SSRs) including Proportional (SSR-PRO), Constrained Equal Awards (SSR-CEA), Constrained Equal Losses (SSR-CEL) and Talmud (SSR-Talmud) methods in allocation of the Euphrates River among three riparian countries: Turkey, Syria and Iraq. However, there is not a certain documented method to find more equitable allocation rule. Therefore, in this paper, a new method is established for choosing the most appropriate allocating rule which seems to be more equitable than other allocation rules to satisfy the stakeholders. The results reveal that, based on the new propose model, the CBR-AP seems to be more equitable to allocate the Euphrates River water among Turkey, Syria and Iraq.

  15. Satellite Communications for Unmanned Aircraft C2 Links: C-Band, Ku-Band and Ka-Band

    NASA Technical Reports Server (NTRS)

    Kerczewski, Robert J.; Wilson, Jeffrey D.; Bishop, William D.

    2016-01-01

    Unmanned aircraft (UA) that require access to controlled (or non-segregated) airspace require a highly reliable and robust command and control (C2) link, operating over protected aviation spectrum. While operating within radio line-of-sight (LOS) UA can make use of air-to-ground C2 links to terrestrial stations. When operating beyond LOS (BLOS) where a group of networked terrestrial stations does not exist to provide effective BLOS coverage, a satellite communications link is required. Protected aviation spectrum for satellite C2 links has only recently been allocated in bands where operational satellites exist. A previously existing C-Band allocation covers a bands where there are currently no operational satellites. The new allocations, within the Fixed Satellite Service bands at Ku and Ka-Bands will not be finalized until 2023 due to the need for the development of standards and technical decisions on the operation of UA satellite C2 links within these bands. This paper provides an overview of BLOS satellite C2 links, some of the conditions which will need to be met for the operation of such links, and a look at some aspects of spectrum sharing which may constrain these operations.

  16. Computer-Assisted Intervention for Children with Low Numeracy Skills

    ERIC Educational Resources Information Center

    Rasanen, Pekka; Salminen, Jonna; Wilson, Anna J.; Aunio, Pirjo; Dehaene, Stanislas

    2009-01-01

    We present results of a computer-assisted intervention (CAI) study on number skills in kindergarten children. Children with low numeracy skill (n = 30) were randomly allocated to two treatment groups. The first group played a computer game (The Number Race) which emphasized numerical comparison and was designed to train number sense, while the…

  17. Cruel to be kind but not cruel for cash: Harm aversion in the dictator game.

    PubMed

    Perera, Pri; Canic, Emina; Ludvig, Elliot A

    2016-06-01

    People regularly take prosocial actions, making individual sacrifices for the greater good. Similarly, people generally avoid causing harm to others. These twin desires to do good and avoid harm often align, but sometimes they can diverge, creating situations of moral conflict. Here, we examined this moral conflict using a modified dictator game. Participants chose how much money to allocate away from a recipient who was designated as an orphan, creating a sense of harm. This money was then reallocated to either the participant or a charity. People were strongly prosocial: they allocated more money away from the orphan for charity than for themselves. Furthermore, people left more money with the orphan when the harm was framed as a means (taking) than as a side effect (splitting). As is predicted by dual-process theories of moral decision making, response times were longer with the take action and were positively correlated with the amount taken from the orphan. We concluded that just as people take positive actions for the greater good, they are similarly more willing to cause harm when it benefits others rather than themselves.

  18. Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4–5 students in Bangkok, Thailand

    PubMed Central

    Apisitwasana, Nipaporn; Perngparn, Usaneya; Cottler, Linda B

    2018-01-01

    Purpose This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok. Methods A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t-test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention. Results The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors (p < 0.05) immediately and 3 months post-intervention. Positive effects of the intervention included increase in knowledge, attitude, and self-regulation, whereas the GAST score was significantly decreased (p < 0.05) immediately and 3 months after the program. Conclusion The program based on self-regulation and school and family participation is effective for preventing gaming addiction in students of grades 4 and 5 in Bangkok, Thailand. PMID:29695939

  19. Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4-5 students in Bangkok, Thailand.

    PubMed

    Apisitwasana, Nipaporn; Perngparn, Usaneya; Cottler, Linda B

    2018-01-01

    This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok. A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t -test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention. The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors ( p < 0.05) immediately and 3 months post-intervention. Positive effects of the intervention included increase in knowledge, attitude, and self-regulation, whereas the GAST score was significantly decreased ( p < 0.05) immediately and 3 months after the program. The program based on self-regulation and school and family participation is effective for preventing gaming addiction in students of grades 4 and 5 in Bangkok, Thailand.

  20. Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being.

    PubMed

    Yang, Chia-Chen; Liu, Dong

    2017-01-01

    Mobile games such as Pokémon Go have become a major form of entertainment, and yet little is known about why people play the games and how their motives associate with well-being. Although literature on motives for playing video and online games is informative, the findings may not reflect the full spectrum of mobile gaming motives due to some unique affordances of mobile games (e.g., mobility). To catch up with the evolving gaming context, a popular mobile game, Pokémon Go, was taken as an example to explore individuals' mobile gaming motives. A Pokémon Go Motive Scale was developed. Seven motives were identified through factor analyses based on survey data from 262 Pokémon Go players (45 percent women; M age  = 30.71, standard deviation = 7.77): Exercise, Fun, Escapism, Nostalgia, Friendship Maintenance, Relationship Initiation, and Achievement. Both Fun and Friendship Maintenance were positive correlates of well-being, whereas Escapism and Nostalgia were negative correlates. Relationship Initiation was associated with both better and poorer well-being. Implications of the findings are discussed.

  1. Game theory based models to analyze water conflicts in the Middle Route of the South-to-North Water Transfer Project in China.

    PubMed

    Wei, Shouke; Yang, Hong; Abbaspour, Karim; Mousavi, Jamshid; Gnauck, Albrecht

    2010-04-01

    This study applied game theory based models to analyze and solve water conflicts concerning water allocation and nitrogen reduction in the Middle Route of the South-to-North Water Transfer Project in China. The game simulation comprised two levels, including one main game with five players and four sub-games with each containing three sub-players. We used statistical and econometric regression methods to formulate payoff functions of the players, economic valuation methods (EVMs) to transform non-monetary value into economic one, cost-benefit Analysis (CBA) to compare the game outcomes, and scenario analysis to investigate the future uncertainties. The validity of game simulation was evaluated by comparing predictions with observations. The main results proved that cooperation would make the players collectively better off, though some player would face losses. However, players were not willing to cooperate, which would result in a prisoners' dilemma. Scenarios simulation results displayed that players in water scare area could not solve its severe water deficit problem without cooperation with other players even under an optimistic scenario, while the uncertainty of cooperation would come from the main polluters. The results suggest a need to design a mechanism to reduce the risk of losses of those players by a side payment, which provides them with economic incentives to cooperate. Copyright (c) 2010 Elsevier Ltd. All rights reserved.

  2. Video game playing in high school students: health correlates, gender differences and problematic gaming

    PubMed Central

    Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.

    2013-01-01

    There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies. PMID:21078729

  3. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    PubMed

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  4. Enumeration versus multiple object tracking: the case of action video game players

    PubMed Central

    Green, C.S.; Bavelier, D.

    2010-01-01

    Here, we demonstrate that action video game play enhances subjects’ ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills. PMID:16359652

  5. Enumeration versus multiple object tracking: the case of action video game players.

    PubMed

    Green, C S; Bavelier, D

    2006-08-01

    Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.

  6. Fuel, environmental, and transmission pricing considerations in a deregulated environment

    NASA Astrophysics Data System (ADS)

    Obessis, Emmanouil Vlassios

    The 1992 National Energy Policy Act drastically changed the traditional structure of the vertically integrated utility. To facilitate increased competition in the power utility sector, all markets related to power generation have been opened to free competition and trading. To survive in the new competitive environment, power producers need to reduce costs and increase efficiency. Fuel marketing strategies are thus, getting more aggressive and fuel markets are becoming more competitive, offering more options regarding fuel supplies and contracts. At the same time, the 1990 Clean Air Act Amendments are taking effect. Although tightening the emission standards, this legislation offers utilities a wider flexibility in choosing compliance strategies. It also set maximum annual allowable levels replacing the traditional uniform maximum emission rates. The bill also introduced the concept of marketable emission allowances and provided for the establishment of nationwide markets where allowances may be traded, sold, or purchased. Several fuel- and emission-constrained algorithms have been historically presented, but those two classes of constraints, in general, were handled independently. The multiobjective optimization model developed in this research work, concurrently satisfies sets of detailed fuel and emission limits, modeling in a more accurate way the fuel supply and environmental limitations and their complexities in the new deregulated operational environment. Development of the implementation software is an integral part of this research project. This software may be useful for both daily scheduling activities and short-term operational planning. A Lagrangian multipliers-based variant is used to solve the problem. Single line searches are used to update the multipliers, thus offering attractive execution times. This work also investigates the applicability of cooperative games to the problem of transmission cost allocation. Interest in game theory as a powerful tool to solve common property allocation problems has been renewed. A simple allocation framework is developed using capacity based costing rules. Different solution concepts are applied to solve small scale transmission pricing problems. Game models may render themselves useful in investigating "what if" scenarios.

  7. The Social Power of Regret: The Effect of Social Appraisal and Anticipated Emotions on Fair and Unfair Allocations in Resource Dilemmas

    PubMed Central

    2014-01-01

    We investigated how another person’s emotions about resource allocation decisions influence observers’ resource allocations by influencing the emotions that observers anticipate feeling if they were to act in the same way. Participants were exposed to an exemplar who made a fair or unfair division in an economic game and expressed pride or regret about this decision. Participants then made their own resource allocation decisions. Exemplar regret about acting fairly decreased the incidence of fair behavior (Studies 1A and 1B). Likewise, exemplar regret about acting unfairly increased the incidence of fair behavior (Study 2). The effect of others’ emotions on observers’ behavior was mediated by the observers’ anticipated emotions. We discuss our findings in light of the view that social appraisal and anticipated emotions are important tools for social learning and may contribute to the formation and maintenance of social norms about greed and fairness. PMID:25384163

  8. The design of multiplayer online video game systems

    NASA Astrophysics Data System (ADS)

    Hsu, Chia-chun A.; Ling, Jim; Li, Qing; Kuo, C.-C. J.

    2003-11-01

    The distributed Multiplayer Online Game (MOG) system is complex since it involves technologies in computer graphics, multimedia, artificial intelligence, computer networking, embedded systems, etc. Due to the large scope of this problem, the design of MOG systems has not yet been widely addressed in the literatures. In this paper, we review and analyze the current MOG system architecture followed by evaluation. Furthermore, we propose a clustered-server architecture to provide a scalable solution together with the region oriented allocation strategy. Two key issues, i.e. interesting management and synchronization, are discussed in depth. Some preliminary ideas to deal with the identified problems are described.

  9. Spontaneous Attention to Faces in Asperger Syndrome Using Ecologically Valid Static Stimuli

    ERIC Educational Resources Information Center

    Hanley, Mary; McPhillips, Martin; Mulhern, Gerry; Riby, Deborah M.

    2013-01-01

    Previous eye tracking research on the allocation of attention to social information by individuals with autism spectrum disorders is equivocal and may be in part a consequence of variation in stimuli used between studies. The current study explored attention allocation to faces, and within faces, by individuals with Asperger syndrome using a range…

  10. An Effective Neurofeedback Intervention to Improve Social Interactions in Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Friedrich, Elisabeth V. C.; Sivanathan, Aparajithan; Lim, Theodore; Suttie, Neil; Louchart, Sandy; Pillen, Steven; Pineda, Jaime A.

    2015-01-01

    Neurofeedback training (NFT) approaches were investigated to improve behavior, cognition and emotion regulation in children with autism spectrum disorder (ASD). Thirteen children with ASD completed pre-/post-assessments and 16 NFT-sessions. The NFT was based on a game that encouraged social interactions and provided feedback based on imitation and…

  11. Impaired Prioritization of Novel Onset Stimuli in Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Keehn, Brandon; Joseph, Robert M.

    2008-01-01

    Background: Deficiency in the adaptive allocation of attention to relevant environmental stimuli is an associated feature of autism spectrum disorder (ASD). Recent evidence suggests that individuals with ASD may be specifically impaired in attentional prioritization of novel onsets. Method: We investigated modulation of attention by novel onset…

  12. Spectrum/Orbit-Utilization Program

    NASA Technical Reports Server (NTRS)

    Miller, Edward F.; Sawitz, Paul; Zusman, Fred

    1988-01-01

    Interferences among geostationary satellites determine allocations. Spectrum/Orbit Utilization Program (SOUP) is analytical computer program for determining mutual interferences among geostationary-satellite communication systems operating in given scenario. Major computed outputs are carrier-to-interference ratios at receivers at specified stations on Earth. Information enables determination of acceptability of planned communication systems. Written in FORTRAN.

  13. Effect of Playing Interactive Computer Game on Distress of Insulin Injection Among Type 1 Diabetic Children

    PubMed Central

    Ebrahimpour, Fatemeh; Sadeghi, Narges; Najafi, Mostafa; Iraj, Bijan; Shahrokhi, Akram

    2015-01-01

    Background: Diabetic children and their families experience high level stress because of daily insulin injection. Objectives: This study was conducted to investigate the impact of an interactive computer game on behavioral distress due to insulin injection among diabetic children. Patients and Methods: In this clinical trial, thirty children (3-12 years) with type 1 diabetes who needed daily insulin injection were recruited and allocated randomly into two groups. Children in intervention groups received an interactive computer game and asked to play at home for a week. No special intervention was done for control group. The behavioral distress of groups was assessed before, during and after the intervention by Observational Scale of Behavioral Distress–Revised (OSBD-R). Results: Repeated measure ANOVA test showed no significantly difference of OSBD-R over time for control group (P = 0.08), but this changes is signification in the study group (P = 0.001). Comparison mean score of distress were significantly different between two groups (P = 0.03). Conclusions: According to the findings, playing interactive computer game can decrease behavioral distress induced by insulin injection in type 1 diabetic children. It seems this game can be beneficial to be used alongside other interventions. PMID:26199708

  14. Social Stories: Mechanisms of Effectiveness in Increasing Game Play Skills in Children Diagnosed with Autism Spectrum Disorder Using a Pretest Posttest Repeated Measures Randomized Control Group Design

    ERIC Educational Resources Information Center

    Quirmbach, Linda M.; Lincoln, Alan J.; Feinberg-Gizzo, Monica J.; Ingersoll, Brooke R.; Andrews, Siri M.

    2009-01-01

    An increasing body of literature has indicated that social stories are an effective way to teach individuals diagnosed with autism appropriate social behavior. This study compared two formats of a social story targeting the improvement of social skills during game play using a pretest posttest repeated measures randomized control group design. A…

  15. Disease distribution and medical resources during the Beijing 2008 Olympic and Paralympic Games.

    PubMed

    Liang, Xue-Ya; Lan, Ling; Chen, Wei-Na; Zhang, Ai-Ping; Lü, Chao-Ying; Lü, Yan-Wei; Dai, Jian-Ping

    2011-04-01

    Appropriate planning and staffing for medical services at large-scale athletic events is essential to provide for a safe and successful competition. There are few well-documented accounts describing the demand for such services. The present study provided the data from the Beijing 2008 Olympics and Paralympics, with a view to provide the guidance for planning future events. A total of 22 029 and 8046 patients, who received medical care from a physician at an Olympic or Paralympic medical station, were included. The patient proportion among different personnel, various disease proportions at different kinds of venues, and the disease spectrum at specified venues at the Olympics and Paralympics were analyzed. At both games, the patient proportion varied by accreditation status. The staff accounted for the largest number of visits at the Olympics (44.83%) and Paralympics (36.95%), with respiratory diseases the most common. Various disease spectrums were discovered at the different kinds of venues. Surgical diseases were the most frequently listed reason for visits, both at competition and non-competition venues, especially during the Paralympics. The sport-related injuries accounted for a majority of the surgical cases during both games. At training venues, ear nose and throat diseases accounted for the greatest number of visits during both games. During both games, people contracted different diseases at different venues. Adequate surgeons should be designated to offer assistance mostly in trauma situations. Appropriate numbers of physicians in respiratory diseases and otorhinolaryngology is of great importance.

  16. Cognitive radio based optimal channel sensing and resources allocation

    NASA Astrophysics Data System (ADS)

    Vijayasarveswari, V.; Khatun, S.; Fakir, M. M.; Nayeem, M. N.; Kamarudin, L. M.; Jakaria, A.

    2017-03-01

    Cognitive radio (CR) is the latest type of wireless technoloy that is proposed to mitigate spectrum saturation problem. İn cognitve radio, secondary user will use primary user's spectrum during primary user's absence without interupting primary user's transmission. This paper focuses on practical cognitive radio network development process using Android based smart phone for the data transmission. Energy detector based sensing method was proposed and used here because it doesnot require primary user's information. Bluetooth and Wi-fi are the two available types of spectrum that was sensed for CR detection. Simulation showed cognitive radio network can be developed using Android based smart phones. So, a complete application was developed using Java based Android Eclipse program. Finally, the application was uploaded and run on Android based smart phone to form and verify CR network for channel sensing and resource allocation. The observed efficiency of the application was around 81%.

  17. Performance Analysis on the Coexistence of Multiple Cognitive Radio Networks

    DTIC Science & Technology

    2015-05-28

    the scarce spectrum resources. Cognitive radio is a key in minimizing the spectral congestion through its adaptability, where the radio parameters...static allocation of spectrum results in congestion in some parts of the spectrum and non use in some others, therefore, spectra utilization is...well as the secondary user (SU) activities in multiple CR networks. It is shown that the scheduler provided much needed gain during congestions . However

  18. Hybrid services efficient provisioning over the network coding-enabled elastic optical networks

    NASA Astrophysics Data System (ADS)

    Wang, Xin; Gu, Rentao; Ji, Yuefeng; Kavehrad, Mohsen

    2017-03-01

    As a variety of services have emerged, hybrid services have become more common in real optical networks. Although the elastic spectrum resource optimizations over the elastic optical networks (EONs) have been widely investigated, little research has been carried out on the hybrid services of the routing and spectrum allocation (RSA), especially over the network coding-enabled EON. We investigated the RSA for the unicast service and network coding-based multicast service over the network coding-enabled EON with the constraints of time delay and transmission distance. To address this issue, a mathematical model was built to minimize the total spectrum consumption for the hybrid services over the network coding-enabled EON under the constraints of time delay and transmission distance. The model guarantees different routing constraints for different types of services. The immediate nodes over the network coding-enabled EON are assumed to be capable of encoding the flows for different kinds of information. We proposed an efficient heuristic algorithm of the network coding-based adaptive routing and layered graph-based spectrum allocation algorithm (NCAR-LGSA). From the simulation results, NCAR-LGSA shows highly efficient performances in terms of the spectrum resources utilization under different network scenarios compared with the benchmark algorithms.

  19. Developing Motor and Tactical Skills in K-2 Physical Education: Let the Games Begin

    ERIC Educational Resources Information Center

    Oslin, Judy

    2004-01-01

    Most motor development experts, teacher educators, and physical educators agree that the development of fundamental motor skills ought to be the focus of primary level (K-2nd grade) physical education. Given the limited number of days allocated for physical education in most elementary schools, ensuring that all students learn 200 or more…

  20. How to Get out of the Prisoners' Dilemma: Educational Resource Allocation and Private Tutoring

    ERIC Educational Resources Information Center

    Yu, Hongxia; Ding, Xiaohao

    2011-01-01

    This paper analyzes the behavior of families in China regarding private tutoring, applying game theory to its discussion of their actions. It finds that families will definitely give their children private tutoring after school in order to obtain better educational opportunities in situations where the distribution of educational resources is…

  1. Spatially correlated heterogeneous aspirations to enhance network reciprocity

    NASA Astrophysics Data System (ADS)

    Tanimoto, Jun; Nakata, Makoto; Hagishima, Aya; Ikegaya, Naoki

    2012-02-01

    Perc & Wang demonstrated that aspiring to be the fittest under conditions of pairwise strategy updating enhances network reciprocity in structured populations playing 2×2 Prisoner's Dilemma games (Z. Wang, M. Perc, Aspiring to the fittest and promoted of cooperation in the Prisoner's Dilemma game, Physical Review E 82 (2010) 021115; M. Perc, Z. Wang, Heterogeneous aspiration promotes cooperation in the Prisoner's Dilemma game, PLOS one 5 (12) (2010) e15117). Through numerical simulations, this paper shows that network reciprocity is even greater if heterogeneous aspirations are imposed. We also suggest why heterogeneous aspiration fosters network reciprocity. It distributes strategy updating speed among agents in a manner that fortifies the initially allocated cooperators' clusters against invasion. This finding prompted us to further enhance the usual heterogeneous aspiration cases for heterogeneous network topologies. We find that a negative correlation between degree and aspiration level does extend cooperation among heterogeneously structured agents.

  2. A Two-stage Approach for Water Demand Prediction under Constrained total water use and Water Environmental Capacity

    NASA Astrophysics Data System (ADS)

    He, Y.; Xiaohong, C.; Lin, K.; Wang, Z.

    2016-12-01

    Water demand (WD) is the basis for water allocation (WA) because it can fully reflect the pressure on water resources from population and socioeconomic development. To deal with the great uncertainties and the absence of consideration of water environmental capacity (WEC) in traditional water demand prediction methods, e.g. Statistical models, System Dynamics and quota method, this study develops a two-stage approach to predict WD under constrained total water use from the perspective of ecological restraint. Regional total water demand (RTWD) is constrained by WEC, available water resources amount and total water use quota. Based on RTWD, WD is allocated in two stages according to the game theory, including predicting sub regional total water demand (SRWD) by calculating the sub region weights based on the selected indicators of socioeconomic development and predicting industrial water demand (IWD) according to the game theory. Taking the Dongjiang river basin, South China as an example of WD prediction, according to its constrained total water use quota and WEC, RTWD in 2020 is 9.83 billion m3, and IWD for agriculture, industry, service, ecology (off-stream), and domesticity are 2.32 billion m3, 3.79 billion m3, 0.75 billion m3 , 0.18 billion m3and 1.79 billion m3 respectively. The results from this study provide useful insights for effective water allocation under climate change and the strict policy of water resources management.

  3. Group Cognitive Behavioural Therapy Program Shows Potential in Reducing Symptoms of Depression and Stress among Young People with ASD

    ERIC Educational Resources Information Center

    McGillivray, J. A.; Evert, H. T.

    2014-01-01

    We examined the efficacy of cognitive behavioural therapy (CBT) delivered in groups on the reduction of symptoms of depression, anxiety and stress in young people on the autism spectrum. Utilising a quasi-experimental design, comparisons were made between individuals allocated to a group intervention program and individuals allocated to a…

  4. Better to Be Equal? Challenges to Equality for Cognitively Able Children with Autism Spectrum Disorders in a Social Decision Game

    ERIC Educational Resources Information Center

    Schmitz, Eva A.; Banerjee, Robin; Pouw, Lucinda B. C.; Stockmann, Lex; Rieffe, Carolien

    2015-01-01

    Much controversy surrounds questions about whether humans have an aversion to inequity and how a commitment to equality might play a role in cooperation and other aspects of social interactions. Examining the social decisions of children with autism spectrum disorders provides a fascinating opportunity to explore these issues. Specifically, we…

  5. The Work of Play: How Video Games Affect Social Interactions for Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Hiltz, Virginia A.

    2017-01-01

    This study examines the differences in play behaviors demonstrated by children with Autism Spectrum Disorder (ASD) when they engage in play with typically developing (TD) peers. Pairs of elementary school students, ages eight to 11, engaged in play in three settings: typical school recess, facilitated play led by adults, and kinetic technology…

  6. Brief Report: Sensitivity of Children with Autism Spectrum Disorders to Face Appearance in Selective Trust

    ERIC Educational Resources Information Center

    Li, Pengli; Zhang, Chunhua; Yi, Li

    2016-01-01

    The current study examined how children with Autism Spectrum Disorders (ASD) could selectively trust others based on three facial cues: the face race, attractiveness, and trustworthiness. In a computer-based hide-and-seek game, two face images, which differed significantly in one of the three facial cues, were presented as two cues for selective…

  7. Use of Computer-Assisted Technologies (CAT) to Enhance Social, Communicative, and Language Development in Children with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Ploog, Bertram O.; Scharf, Alexa; Nelson, DeShawn; Brooks, Patricia J.

    2013-01-01

    Major advances in multimedia computer technology over the past decades have made sophisticated computer games readily available to the public. This, combined with the observation that most children, including those with autism spectrum disorders (ASD), show an affinity to computers, has led researchers to recognize the potential of computer…

  8. Radio Frequency Survey of the 21-cm Wavelength(l.4 GHz) Allocation for Passive Microwave Observing

    NASA Technical Reports Server (NTRS)

    Piepmeier, J. R.; Midon, M.; Caroglanian, A.; Ugweje, O. C.

    2003-01-01

    Because of the need to develop 1.4-GHz radiometers, a set of RF surveys was conducted in and around our laboratories. In this paper, a measurement campaign and analysis of radio frequency interference (RFI) in the 21 cm wavelength allocation for passive microwave observing, was undertaken. The experimental setup and measurement procedure are outlined and measured data are interpreted. Significant signals were discovered within and surrounding the allocated spectrum at 1.4 GHz. Some implications for remote sensing are discussed.

  9. Sperm competition games: sperm selection by females.

    PubMed

    Ball, M A; Parker, G A

    2003-09-07

    We analyse a co-evolutionary sexual conflict game, in which males compete for fertilizations (sperm competition) and females operate sperm selection against unfavourable ejaculates (cryptic female choice). For simplicity, each female mates with two males per reproductive event, and the competing ejaculates are of two types, favourable (having high viability or success) or unfavourable (where progeny are less successful). Over evolutionary time, females can increase their level of sperm selection (measured as the proportion of unfavourable sperm eliminated) by paying a fecundity cost. Males can regulate sperm allocations depending on whether they will be favoured or disfavoured, but increasing sperm allocation reduces their mating rate. The resolution of this game depends on whether males are equal, or unequal. Males could be equal: each is favoured with probability, p, reflecting the proportion of females in the population that favour his ejaculate (the 'random-roles' model); different males are favoured by different sets of females. Alternatively, males could be unequal: given males are perceived consistently by all females as two distinct types, favoured and disfavoured, where p is now the frequency of the favoured male type in the population (the 'constant-types' model). In both cases, the evolutionarily stable strategy (ESS) is for females initially to increase sperm selection from zero as the viability of offspring from unfavourable ejaculates falls below that of favourable ejaculates. But in the random-roles model, sperm selection decreases again towards zero as the unfavourable ejaculates become disastrous (i.e. as their progeny viability decreases towards zero). This occurs because males avoid expenditure in unfavourable matings, to conserve sperm for matings in the favoured role where their offspring have high viability, thus allowing females to relax sperm selection. If sperm selection is costly to females, ESS sperm selection is high across a region of intermediate viabilities. If it is uncostly, there is no ESS in this region unless sperm limitation (i.e. some eggs fail to be fertilized because sperm numbers are too low) is included into the model. In the constant-types model, no relaxation of sperm selection occurs at very low viabilities of disfavoured male progeny. If sperm selection is sufficiently costly, ESS sperm selection increases as progeny viability decreases down towards zero; but if it is uncostly, there is no ESS at the lowest viabilities, and unlike the random-roles model, this cannot be stabilized by including sperm limitation. Sperm allocations in the ESS regions differ between the two models. With random roles, males always allocate more sperm in the favoured role. With constant types, the male type that is favoured allocates less sperm than the disfavoured type. These results suggests that empiricists studying cryptic female choice and sperm allocation patterns need to determine whether sperm selection is applied differently, or consistently, on given males by different females in the same population.

  10. 76 FR 73632 - Sunshine Act Meeting; Open Commission Meeting; Wednesday, November 30, 2011

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-11-29

    ... Rules to Provide Additional Spectrum for the Medical Device Radiocommunication Service in the 413-457 MHz band SUMMARY: The Commission will consider a Report and Order that allocates spectrum in the 413-457 MHz band and adopts service and technical rules for Medical Micropower Networks, which rely on new...

  11. Strategic Imagination: The Lost Dimension of Strategic Studies.

    DTIC Science & Technology

    1984-09-01

    the advent of computer technology brought about not only an increased usage of gaming techniques, but also broadened the spectrum of prob- lems and...direct relevance for the use of experts as advisors in decision-making, especially in areas of broad or long-range policy formulation. It is useful for...and the Anti Submarine Warfare trainer in Norfolk. 5. Computer Assisted Games The advent of computers opened many new possibili- ties for scenario

  12. The challenges of developing a contrast-based video game for treatment of amblyopia

    PubMed Central

    Hussain, Zahra; Astle, Andrew T.; Webb, Ben S.; McGraw, Paul V.

    2014-01-01

    Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0–3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings. PMID:25404922

  13. The challenges of developing a contrast-based video game for treatment of amblyopia.

    PubMed

    Hussain, Zahra; Astle, Andrew T; Webb, Ben S; McGraw, Paul V

    2014-01-01

    Perceptual learning of visual tasks is emerging as a promising treatment for amblyopia, a developmental disorder of vision characterized by poor monocular visual acuity. The tasks tested thus far span the gamut from basic psychophysical discriminations to visually complex video games. One end of the spectrum offers precise control over stimulus parameters, whilst the other delivers the benefits of motivation and reward that sustain practice over long periods. Here, we combined the advantages of both approaches by developing a video game that trains contrast sensitivity, which in psychophysical experiments, is associated with significant improvements in visual acuity in amblyopia. Target contrast was varied adaptively in the game to derive a contrast threshold for each session. We tested the game on 20 amblyopic subjects (10 children and 10 adults), who played at home using their amblyopic eye for an average of 37 sessions (approximately 11 h). Contrast thresholds from the game improved reliably for adults but not for children. However, logMAR acuity improved for both groups (mean = 1.3 lines; range = 0-3.6 lines). We present the rationale leading to the development of the game and describe the challenges of incorporating psychophysical methods into game-like settings.

  14. Training facial expression production in children on the autism spectrum.

    PubMed

    Gordon, Iris; Pierce, Matthew D; Bartlett, Marian S; Tanaka, James W

    2014-10-01

    Children with autism spectrum disorder (ASD) show deficits in their ability to produce facial expressions. In this study, a group of children with ASD and IQ-matched, typically developing (TD) children were trained to produce "happy" and "angry" expressions with the FaceMaze computer game. FaceMaze uses an automated computer recognition system that analyzes the child's facial expression in real time. Before and after playing the Angry and Happy versions of FaceMaze, children posed "happy" and "angry" expressions. Naïve raters judged the post-FaceMaze "happy" and "angry" expressions of the ASD group as higher in quality than their pre-FaceMaze productions. Moreover, the post-game expressions of the ASD group were rated as equal in quality as the expressions of the TD group.

  15. Prevalence and correlates of screen-based media use among youths with autism spectrum disorders.

    PubMed

    Mazurek, Micah O; Shattuck, Paul T; Wagner, Mary; Cooper, Benjamin P

    2012-08-01

    Anecdotal reports indicate that individuals with autism spectrum disorders (ASD) are often preoccupied with television, computers, and video games (screen-based media). However, few studies have examined this issue. The current study examined screen-based media use among a large, nationally representative sample of youths participating in the National Longitudinal Transition Study-2 (NLTS2). The majority of youths with ASD (64.2%) spent most of their free time using non-social media (television, video games), while only 13.2% spent time on social media (email, internet chatting). Compared with other disability groups (speech/language impairments, learning disabilities, intellectual disabilities), rates of non-social media use were higher among the ASD group, and rates of social media use were lower. Demographic and symptom-specific correlates were also examined.

  16. Know your neighbor: The impact of social context on fairness behavior

    PubMed Central

    2018-01-01

    Laboratory experiments offer an opportunity to isolate human behaviors with a level of precision that is often difficult to obtain using other (survey-based) methods. Yet, experimental tasks are often stripped of any social context, implying that inferences may not directly map to real world contexts. We randomly allocate 632 individuals (grouped randomly into 316 dyads) from small villages in Sierra Leone to four versions of the ultimatum game. In addition to the classic ultimatum game, where both the sender and receiver are anonymous, we reveal the identity of the sender, the receiver or both. This design allows us to explore how fairness behavior is affected by social context in a natural setting where players are drawn from populations that are well-acquainted. We find that average offers increase when the receiver’s identity is revealed, suggesting that anonymous ultimatum games underestimate expected fair offers. This study suggest that researchers wishing to relate laboratory behavior to contexts in which the participants are well-acquainted should consider revealing the identities of the players during game play. PMID:29641584

  17. Modeling market mechanism with the minority game

    NASA Astrophysics Data System (ADS)

    Challet, Damien; Marsili, Matteo; Zhang, Yi-Cheng

    2000-01-01

    Using the minority game model we study a broad spectrum of problems of market mechanism. We study the role of different types of agents: producers, speculators as well as noise traders. The central issue here is the information flow: producers feed in the information whereas speculators make it away. How well each agent fares in the common game depends on the market conditions, as well as their sophistication. Sometimes there is much to gain with little effort, sometimes great effort virtually brings no more incremental gain. Market impact is also shown to play an important role, a strategy should be judged when it is actually used in play for its quality. Though the minority game is an extremely simplified market model, it allows to ask, analyze and answer many questions which arise in real markets.

  18. How musical are music video game players?

    PubMed

    Pasinski, Amanda C; Hannon, Erin E; Snyder, Joel S

    2016-10-01

    Numerous studies have shown that formal musical training is associated with sensory, motor, and cognitive advantages in individuals of various ages. However, the nature of the observed differences between musicians and nonmusicians is poorly understood, and little is known about the listening skills of individuals who engage in alternative types of everyday musical activities. Here, we show that people who have frequently played music video games outperform nonmusicians controls on a battery of music perception tests. These findings reveal that enhanced musical aptitude can be found among individuals who play music video games, raising the possibility that music video games could potentially enhance music perception skills in individuals across a broad spectrum of society who are otherwise unable to invest the time and/or money required to learn a musical instrument.

  19. Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial.

    PubMed

    Givon, Noa; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-04-01

    To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. Forty-seven community-dwelling individuals with chronic stroke (29-78 years) were randomly allocated to receive video-game (N=24) or traditional therapy (N=23) in a group setting. There was high treatment compliance for both interventions (video-games-78%, traditional therapy-66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (χ(2)=4.98, P=0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F=3.9, P=0.02), grip strength of the weaker (F=6.67, P=0.002) and stronger hands (F=7.5, P=0.001). Daily steps and functional ability of the weaker hand did not increase in either group. Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke. © The Author(s) 2015.

  20. Educational games for mental health professionals: a Cochrane review.

    PubMed

    Bhoopathi, P S; Sheoran, R; Adams, C E

    2007-05-01

    Learning in general can be been a passive process. This review is aimed at evaluating the effectiveness of educational games as a teaching strategy in mental health professionals. We searched for all relevant randomised control trials (RCT) that compared educational games as teaching strategies with other methods of learning using electronic and reference searching, and by contacting trial authors. Data were extracted from selected trials and, individual person data was analysed using fixed effect Peto Odds Ratio (OR) and the 95% confidence intervals (CI). If appropriate, the number needed to treat (NNT) or number needed to harm (NNH) was estimated. For continuous data, we calculated weighted mean differences. We identified one trial (n = 34) of an educational game for mental health nursing students which followed up participants only over a few hours. For an outcome we arbitrarily defined ('no academically important improvement [a 10% improvement in scores]'), those allocated to educational games fared considerably better than students in the standard education techniques group (OR 0.06 CI 0.01 to 0.27, NNT 3 CI 2 to 4). On average those in the games group scored six more points than the control students on a test of questions relevant to psychosis set to the standard of the mental health nursing curriculum of the day (WMD 6 CI 2.63 to 9.37). Current limited evidence suggests educational games could help mental health students gain more points in their tests; however this interesting study should be refined and repeated.

  1. Astronomers Win Protection for Key Part of Radio Spectrum

    NASA Astrophysics Data System (ADS)

    2000-06-01

    Astronomers using the millimeter-wave region of the radio spectrum have won crucial protection for their science. Dedicated allocations for radio astronomy have been given final approval by the 2,500 delegates to the World Radiocommunication Conference (WRC-00), which recently concluded a month of deliberations in Istanbul, Turkey. Radio services can transmit in these parts of the spectrum as long as they don't hinder astronomers' attempts to catch faint signals from the cosmos. The new allocations represent the culmination of more than three years of cooperative planning by radio astronomers in many countries. Millimeter waves -- high-frequency radio waves -- have come of age as an astronomical tool in the last ten years. They are one of the last technological frontiers for astronomers. WRC-00 has protected for science all the frequencies between 71 and 275 Gigahertz (GHz) that radio astronomers currently use, adding more than 90 GHz of spectrum to the 44 GHz already set aside in this frequency range. As a result, radio astronomy is now allocated most of the frequencies between 71 and 275 GHz that can get through the Earth's atmosphere. "We have formal access to all three atmospheric 'windows', apart from their very edges," said Dr. Tom Gergely of the National Science Foundation, one of the U.S. delegates to WRC-00. The WRC also changed most of the frequencies allocated to satellite downlinks within the 71-275 GHz range to frequencies not used for science. Since no satellites yet operate at these high frequencies, no equipment needs to be altered. "Commercial technologies are just starting to develop above 50 GHz," said Dr. Klaus Ruf, Chairman of the Inter-Union Commission for the Allocation of Frequencies. "The WRC's actions mean that, when they are, radio astronomers should be able to share this part of the spectrum with most terrestrial services." The World Radiocommunication Conference is held every two or three years. Here member countries of the International Telecommunication Union meet to painstakingly parcel out the radio frequency spectrum between radio-based applications such as personal communications, satellite broadcasting, GPS and amateur radio, and the sciences of radio astronomy, earth exploration and deep space research. The WRC also coordinates sharing between services in the same radio bands. WRC decisions are incorporated into the Radio Regulations that govern radio services worldwide. The new spectrum allocations for radio astronomy are the first since 1979. Millimeter-wave astronomy was then in its infancy and many of its needs were not yet known. As astronomers began to explore this region of the spectrum they found spectral lines from many interesting molecules in space. Many of those lines had not fallen into the areas originally set aside for astronomy, but most will be under the new allocations. "It's a win for millimeter-wave science," said Dr. John Whiteoak of the Australia Telescope National Facility, Australian delegate to WRC-00. "This secures its future." The protection is a significant step for both existing millimeter-wave telescopes and new ones such as the Atacama Large Millimeter Array (ALMA) now being planned by a U.S.-European consortium. Even at its isolated site in Chile's Atacama desert, ALMA would be vulnerable to interference from satellite emissions. Sensitive radio astronomy receivers are blinded by these emissions, just as an optical telescope would be by a searchlight. "There is more energy at millimeter and sub-millimeter wavelengths washing through the Universe than there is of light or any other kind of radiation," said ALMA Project Scientist, Dr. Al Wootten of the National Radio Astronomy Observatory. "Imaging the sources of this energy can tell us a great deal about the formation of stars and galaxies, and even planets." "But the Earth's atmosphere isn't very kind to us - it has only a few windows at these frequencies, and not very transparent ones at that. They are easily clogged up. It's very important that we keep them as free as possible from interference." The new spectrum allocations were welcomed by Dr Johannes Andersen, General Secretary of the International Astronomical Union, which represents astronomers worldwide. "Protecting our ability to observe the Universe is the top priority for the International Astronomical Union," he said. "This action shows that international bodies accept the need for environmental emission standards in space as well as on Earth, for the benefit of all."

  2. Agent-Centric Approach for Cybersecurity Decision-Support with Partial Observability

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Tipireddy, Ramakrishna; Chatterjee, Samrat; Paulson, Patrick R.

    Generating automated cyber resilience policies for real-world settings is a challenging research problem that must account for uncertainties in system state over time and dynamics between attackers and defenders. In addition to understanding attacker and defender motives and tools, and identifying “relevant” system and attack data, it is also critical to develop rigorous mathematical formulations representing the defender’s decision-support problem under uncertainty. Game-theoretic approaches involving cyber resource allocation optimization with Markov decision processes (MDP) have been previously proposed in the literature. Moreover, advancements in reinforcement learning approaches have motivated the development of partially observable stochastic games (POSGs) in various multi-agentmore » problem domains with partial information. Recent advances in cyber-system state space modeling have also generated interest in potential applicability of POSGs for cybersecurity. However, as is the case in strategic card games such as poker, research challenges using game-theoretic approaches for practical cyber defense applications include: 1) solving for equilibrium and designing efficient algorithms for large-scale, general problems; 2) establishing mathematical guarantees that equilibrium exists; 3) handling possible existence of multiple equilibria; and 4) exploitation of opponent weaknesses. Inspired by advances in solving strategic card games while acknowledging practical challenges associated with the use of game-theoretic approaches in cyber settings, this paper proposes an agent-centric approach for cybersecurity decision-support with partial system state observability.« less

  3. Multicasting based optical inverse multiplexing in elastic optical network.

    PubMed

    Guo, Bingli; Xu, Yingying; Zhu, Paikun; Zhong, Yucheng; Chen, Yuanxiang; Li, Juhao; Chen, Zhangyuan; He, Yongqi

    2014-06-16

    Optical multicasting based inverse multiplexing (IM) is introduced in spectrum allocation of elastic optical network to resolve the spectrum fragmentation problem, where superchannels could be split and fit into several discrete spectrum blocks in the intermediate node. We experimentally demonstrate it with a 1-to-7 optical superchannel multicasting module and selecting/coupling components. Also, simulation results show that, comparing with several emerging spectrum defragmentation solutions (e.g., spectrum conversion, split spectrum), IM could reduce blocking performance significantly but without adding too much system complexity as split spectrum. On the other hand, service fairness for traffic with different granularity of these schemes is investigated for the first time and it shows that IM performs better than spectrum conversion and almost as well as split spectrum, especially for smaller size traffic under light traffic intensity.

  4. The maintenance of cooperation in multiplex networks with limited and partible resources of agents

    NASA Astrophysics Data System (ADS)

    Li, Zhaofeng; Shen, Bi; Jiang, Yichuan

    2017-02-01

    In this paper, we try to explain the maintenance of cooperation in multiplex networks with limited and partible resources of agents: defection brings larger short-term benefit and cooperative agents may become defective because of the unaffordable costs of cooperative behaviors that are performed in multiple layers simultaneously. Recent studies have identified the positive effects of multiple layers on evolutionary cooperation but generally overlook the maximum costs of agents in these synchronous games. By utilizing network effects and designing evolutionary mechanisms, cooperative behaviors become prevailing in public goods games, and agents can allocate personal resources across multiple layers. First, we generalize degree diversity into multiplex networks to improve the prospect for cooperation. Second, to prevent agents allocating all the resources into one layer, a greedy-first mechanism is proposed, in which agents prefer to add additional investments in the higher-payoff layer. It is found that greedy-first agents can perform cooperative behaviors in multiplex networks when one layer is scale-free network and degree differences between conjoint nodes increase. Our work may help to explain the emergence of cooperation in the absence of individual reputation and punishment mechanisms.

  5. 78 FR 51559 - Commercial Operations in the 1695-1710 MHz, 1755-1780 MHz, and 2155-2180 MHz Bands

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-08-20

    ... 2020-2025 MHz band for uplink/ mobile operations. Both of these bands are currently allocated for non... Federal/non-Federal spectrum sharing. NTIA anticipates receiving final reports from CSMAC working groups... the scope of this NPRM, i.e., spectrum for which we seek comment regarding service rules for non...

  6. 47 CFR Figure 3 to Subpart N of... - Example of Ideal EPIRB Spectrum

    Code of Federal Regulations, 2011 CFR

    2011-10-01

    ... 47 Telecommunication 1 2011-10-01 2011-10-01 false Example of Ideal EPIRB Spectrum 3 Figure 3 to Subpart N of Part 2 Telecommunication FEDERAL COMMUNICATIONS COMMISSION GENERAL FREQUENCY ALLOCATIONS AND... Position Indicating Radiobeacons (EPIRBs) Pt. 2, Subpt. N, Fig. 3 Figure 3 to Subpart N of Part 2—Example...

  7. Attentional Shifts between Audition and Vision in Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Occelli, Valeria; Esposito, Gianluca; Venuti, Paola; Arduino, Giuseppe Maurizio; Zampini, Massimiliano

    2013-01-01

    Previous evidence on neurotypical adults shows that the presentation of a stimulus allocates the attention to its modality, resulting in faster responses to a subsequent target presented in the same (vs. different) modality. People with Autism Spectrum Disorders (ASDs) often fail to detect a (visual or auditory) target in a stream of stimuli after…

  8. How Stimulus and Task Complexity Affect Monitoring in High-Functioning Adults with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Koolen, Sophieke; Vissers, Constance Th. W. M.; Egger, Jos I. M.; Verhoeven, Ludo

    2014-01-01

    The present study examined whether individuals with autism spectrum disorder (ASD) are able to update and monitor working memory representations of visual input, and whether performance is influenced by stimulus and task complexity. 15 high-functioning adults with ASD and 15 controls were asked to allocate either elements of abstract figures or…

  9. 47 CFR Figure 3 to Subpart N of... - Example of Ideal EPIRB Spectrum

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... 47 Telecommunication 1 2010-10-01 2010-10-01 false Example of Ideal EPIRB Spectrum 3 Figure 3 to Subpart N of Part 2 Telecommunication FEDERAL COMMUNICATIONS COMMISSION GENERAL FREQUENCY ALLOCATIONS AND... Position Indicating Radiobeacons (EPIRBs) Pt. 2, Subpt. N, Fig. 3 Figure 3 to Subpart N of Part 2—Example...

  10. Better to be equal? Challenges to equality for cognitively able children with autism spectrum disorders in a social decision game.

    PubMed

    Schmitz, Eva A; Banerjee, Robin; Pouw, Lucinda Bc; Stockmann, Lex; Rieffe, Carolien

    2015-02-01

    Much controversy surrounds questions about whether humans have an aversion to inequity and how a commitment to equality might play a role in cooperation and other aspects of social interactions. Examining the social decisions of children with autism spectrum disorders provides a fascinating opportunity to explore these issues. Specifically, we evaluated the possibility that children with autism spectrum disorders may be less likely than typically developing children to show a prioritisation of equality. A total of 69 typically developing (mean age 11;6 years) and 57 cognitively able children with autism spectrum disorders (mean age 11;7 years) played a social decision game in which the equality option was pitted against alternatives that varied in instrumental outcomes. Results showed that both groups were more likely to choose the equality option when there was no cost to the self. However, even though children with autism spectrum disorders appeared to view equality as preferable to causing explicit harm to others, they departed from an equality stance when there was an opportunity to increase instrumental gain without any obvious harm to the self or the other. Typically developing children, in contrast, showed similar prioritisation of equality across these contexts. Future research needs to address the question of how differences in the commitment to equality affect children's social behaviour and relationships in daily life. © The Author(s) 2014.

  11. Economic model for QoS guarantee on the Internet

    NASA Astrophysics Data System (ADS)

    Zhang, Chi; Wei, Jiaolong

    2001-09-01

    This paper describes a QoS guarantee architecture suited for best-effort environments, based on ideas from microeconomics and non-cooperative game theory. First, an analytic model is developed for the study of the resource allocation in the Internet. Then we show that with a simple pricing mechanism (from network implementation and users' points-of-view), we were able to provide QoS guarantee at per flow level without resource allocation or complicated scheduling mechanisms or maintaining per flow state in the core network. Unlike the previous work on this area, we extend the basic model to support inelastic applications which require minimum bandwidth guarantees for a given time period by introducing derivative market.

  12. Cooperative Emissions Trading Game: International Permit Market Dominated by Buyers.

    PubMed

    Honjo, Keita

    2015-01-01

    Rapid reduction of anthropogenic greenhouse gas emissions is required to mitigate disastrous impacts of climate change. The Kyoto Protocol introduced international emissions trading (IET) to accelerate the reduction of carbon dioxide (CO2) emissions. The IET controls CO2 emissions through the allocation of marketable emission permits to sovereign countries. The costs for acquiring additional permits provide buyers with an incentive to reduce their CO2 emissions. However, permit price has declined to a low level during the first commitment period (CP1). The downward trend in permit price is attributed to deficiencies of the Kyoto Protocol: weak compliance enforcement, the generous allocation of permits to transition economies (hot air), and the withdrawal of the US. These deficiencies created a buyer's market dominated by price-making buyers. In this paper, I develop a coalitional game of the IET, and demonstrate that permit buyers have dominant bargaining power. In my model, called cooperative emissions trading (CET) game, a buyer purchases permits from sellers only if the buyer forms a coalition with the sellers. Permit price is determined by bargaining among the coalition members. I evaluated the demand-side and supply-side bargaining power (DBP and SBP) using Shapley value, and obtained the following results: (1) Permit price is given by the product of the buyer's willingness-to-pay and the SBP (= 1 - DBP). (2) The DBP is greater than or equal to the SBP. These results indicate that buyers can suppress permit price to low levels through bargaining. The deficiencies of the Kyoto Protocol enhance the DBP, and contribute to the demand-side dominance in the international permit market.

  13. To dare or not to dare? Risk management by owls in a predator-prey foraging game.

    PubMed

    Embar, Keren; Raveh, Ashael; Burns, Darren; Kotler, Burt P

    2014-07-01

    In a foraging game, predators must catch elusive prey while avoiding injury. Predators manage their hunting success with behavioral tools such as habitat selection, time allocation, and perhaps daring-the willingness to risk injury to increase hunting success. A predator's level of daring should be state dependent: the hungrier it is, the more it should be willing to risk injury to better capture prey. We ask, in a foraging game, will a hungry predator be more willing to risk injury while hunting? We performed an experiment in an outdoor vivarium in which barn owls (Tyto alba) were allowed to hunt Allenby's gerbils (Gerbillus andersoni allenbyi) from a choice of safe and risky patches. Owls were either well fed or hungry, representing the high and low state, respectively. We quantified the owls' patch use behavior. We predicted that hungry owls would be more daring and allocate more time to the risky patches. Owls preferred to hunt in the safe patches. This indicates that owls manage risk of injury by avoiding the risky patches. Hungry owls doubled their attacks on gerbils, but directed the added effort mostly toward the safe patch and the safer, open areas in the risky patch. Thus, owls dared by performing a risky action-the attack maneuver-more times, but only in the safest places-the open areas. We conclude that daring can be used to manage risk of injury and owls implement it strategically, in ways we did not foresee, to minimize risk of injury while maximizing hunting success.

  14. Prevalence and Correlates of Screen-Based Media Use among Youths with Autism Spectrum Disorders

    PubMed Central

    Mazurek, Micah O.; Shattuck, Paul T.; Wagner, Mary; Cooper, Benjamin P.

    2012-01-01

    Anecdotal reports indicate that individuals with autism spectrum disorders (ASD) are often preoccupied with television, computers, and video games (screen-based media). However, few studies have examined this issue. The current study examined screen-based media use among a large, nationally representative sample of youths participating in the National Longitudinal Transition Study – 2 (NLTS2). The majority of youths with ASD (64.2%) spent most of their free time using non-social media (television, video games), while only 13.2% spent time on social media (email, internet chatting). Compared with other disability groups (speech/language impairment, learning disabilities, intellectual disabilities), rates of non-social media use were higher among the ASD group, and rates of social media use were lower. Demographic and symptom-specific correlates were also examined. PMID:22160370

  15. Media use among adolescents with autism spectrum disorder.

    PubMed

    Kuo, Melissa H; Orsmond, Gael I; Coster, Wendy J; Cohn, Ellen S

    2014-11-01

    This study explores how adolescents with autism spectrum disorder (ASD) use media, and the factors associated with their media use. A total of 91 adolescents with ASD and their parents completed mail-based surveys. In all, 78% of the adolescents with ASD watched television (approximately 2 h/day), and 98% used computers (approximately 5 h/day) on any given day. They most frequently watched cartoons, played computer or video games that involved shooting, and visited websites that contained information on video games. Adolescents with ASD who watched television with parents reported more positive parent-child relationships. Adolescents with ASD who visited social networking websites or received emails from friends reported more positive friendships. The findings help us understand media-use habits of adolescents with ASD and suggest areas for future research. © The Author(s) 2013.

  16. The 1977 WARC on broadcasting satellites - Spectrum management aspects and implications

    NASA Technical Reports Server (NTRS)

    Gould, R. G.; Reinhart, E. E.

    1977-01-01

    Broadcasting satellites are allocated as a primary service in the band 11.7-12.2 GHz (11.7-12.5 GHz in Europe, Africa, and the USSR), but the band is also allocated on a primary basis (equal sharing) to other services - fixed, mobile, broadcasting, and fixed satellite. Presented with these difficult sharing situations, delegates from over 100 countries met at an ITU World Administrative Radio Conference in 1977 to develop a plan for broadcasting satellites. Many nations wanted a plan that would assign to them now, reserved orbital locations and channel asignments for their future use. Other countries wanted a plan adopted now for future broadcasting satellites which assigned specific channels to specific areas on the ground so that they could use the remaining frequencies to provide terrestrial service right away. This paper describes the 'Plan' developed at the conference and points out how the principles of spectrum management were employed. It also discusses the implications for future international management of the spectrum growing out of this meeting.

  17. Examples L-Band Interference will be Presented and Discussed, as well as the Importance of L-Band Soil Moisture Observations

    NASA Technical Reports Server (NTRS)

    Kim, Edward

    2010-01-01

    Examples of L-band interference will be presented and discussed, as well as the importance of L-band soil moisture observations, as part of this one-day GEOSS workshop XXXVII on "Data Quality and Radio Spectrum Allocation Impact on Earth Observations" will address the broad challenges of data quality and the impact of generating reliable information for decision makers who are Earth data users but not necessarily experts in the Earth observation field. GEO has initiated a data quality assessment task (DA-09-01a) and workshop users will review and debate the directions and challenges of this effort. Radio spectrum allocation is an element of data availability and data quality, and is also associated with a GEO task (AR-06-11). A recent U.S. National Research Council report on spectrum management will be addressed as part of the workshop. Key representatives from industry, academia, and government will provide invited talks on these and related issues that impact GEOSS implementation.

  18. 75 FR 77602 - Allocation and Designation of Spectrum for Fixed-Satellite Services in the 37.5-38.5 GHz, 40.5-41...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-12-13

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 25 [IB Docket No. 97-95; FCC 10-186] Allocation and... ADDRESSES caption to read: ADDRESSES: You may submit comment, identified by IB Docket No. 97- 95, by any of... Third Notice of Proposed Rulemaking (Third Notice) in IB Docket No. 97-95, adopted October 29, 2010 and...

  19. US domestic and international regulatory issues

    NASA Technical Reports Server (NTRS)

    Levin, Lon C.; Nash, Dennis C.

    1993-01-01

    The U.S. domestic and international regulatory and policy milestones since 1982, when NASA filed its petition with the Federal Communications Commission (FCC) to establish the U.S. domestic Mobile Satellite Service (MSS), are described. In 1985, the FCC proposed to establish MSS services and allocate spectrum for such service. In 1986, the FCC allocated L-band spectrum for MSS. In 1987, at the Mobile World Administrative Radio Conference (MOB WARC-87), despite U.S., Canadian, and Mexican efforts, the WARC did not adopt a multi-service, generic MSS allocation. In 1989, the FCC licensed the first MSS system. After two decisions by the U.S. Court of Appeals, the FCC's licensing actions remain intact. The FCC also has permitted Comsat to provide international aeronautical and land MSS via the Inmarsat system. Inmarsat, however, may not serve the domestic U.S. market. In 1991, the FCC accepted applications for MSS systems, most of which were non-geostationary proposals, for operation in the Radiodetermination Satellite Service (RDSS) bands, and the VHF and UHF bands. In 1992, the FCC proposed rules for non-geostationary MSS systems and applied a negotiated rulemaking procedure to each. Also in 1992, the U.S. position for flexibility in existing MSS bands and for additional worldwide MSS allocations was adopted in large part at the 1992 World Administrative Radio Conference (WARC-92).

  20. Ka-band (32 GHz) allocations for deep space

    NASA Technical Reports Server (NTRS)

    Degroot, N. F.

    1987-01-01

    At the 1979 World Administrative Conference, two new bands were allocated for deep space telecommunications: 31.8 to 32.3 GHz, space-to-Earth, and 34.2 to 34.7 GHz, Earth-to-space. These bands provide opportunity for further development of the Deep Space Network and its support of deep space research. The history of the process by which JPL/NASA developed the rationale, technical background, and statement of requirement for the bands are discussed. Based on this work, United States proposals to the conference included the bands, and subsequent U.S. and NASA participation in the conference led to successful allocations for deep space telecommunications in the 30 GHz region of the spectrum. A detailed description of the allocations is included.

  1. Heartbeat and economic decisions: observing mental stress among proposers and responders in the ultimatum bargaining game.

    PubMed

    Dulleck, Uwe; Schaffner, Markus; Torgler, Benno

    2014-01-01

    The ultimatum bargaining game (UBG), a widely used method in experimental economics, clearly demonstrates that motives other than pure monetary reward play a role in human economic decision making. In this study, we explore the behaviour and physiological reactions of both responders and proposers in an ultimatum bargaining game using heart rate variability (HRV), a small and nonintrusive technology that allows observation of both sides of an interaction in a normal experimental economics laboratory environment. We find that low offers by a proposer cause signs of mental stress in both the proposer and the responder; that is, both exhibit high ratios of low to high frequency activity in the HRV spectrum.

  2. Interaction with the game and motivation among players of massively multiplayer online role-playing games.

    PubMed

    Fuster, Héctor; Carbonell, Xavier; Chamarro, Andrés; Oberst, Ursula

    2013-01-01

    Knowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game's possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.

  3. Optimization Model for cooperative water allocation and valuation in large river basins regarding environmental constraints

    NASA Astrophysics Data System (ADS)

    Pournazeri, S.

    2011-12-01

    A comprehensive optimization model named Cooperative Water Allocation Model (CWAM) is developed for equitable and efficient water allocation and valuation of Zab river basin in order to solve the draught problems of Orumieh Lake in North West of Iran. The model's methodology consists of three phases. The first represents an initial water rights allocation among competing users. The second comprises the water reallocation process for complete usage by consumers. The third phase performs an allocation of the net benefit of the stakeholders participating in a coalition by applying cooperative game theory. The environmental constraints are accounted for in the water allocation model by entering probable environmental damage in a target function, and inputting the minimum water requirement of users. The potential of underground water usage is evaluated in order to compensate for the variation in the amount of surface water. This is conducted by applying an integrated economic- hydrologic river basin model. A node-link river basin network is utilized in CWAM which consists of two major blocks. The first indicates the internal water rights allocation and the second is associated to water and net benefit reallocation. System control, loss in links by evaporation or seepage, modification of inflow into the node, loss in nodes and loss in outflow are considered in this model. Water valuation is calculated for environmental, industrial, municipal and agricultural usage by net benefit function. It can be seen that the water rights are allocated efficiently and incomes are distributed appropriately based on quality and quantity limitations.

  4. Emergence of unusual coexistence states in cyclic game systems.

    PubMed

    Park, Junpyo; Do, Younghae; Jang, Bongsoo; Lai, Ying-Cheng

    2017-08-07

    Evolutionary games of cyclic competitions have been extensively studied to gain insights into one of the most fundamental phenomena in nature: biodiversity that seems to be excluded by the principle of natural selection. The Rock-Paper-Scissors (RPS) game of three species and its extensions [e.g., the Rock-Paper-Scissors-Lizard-Spock (RPSLS) game] are paradigmatic models in this field. In all previous studies, the intrinsic symmetry associated with cyclic competitions imposes a limitation on the resulting coexistence states, leading to only selective types of such states. We investigate the effect of nonuniform intraspecific competitions on coexistence and find that a wider spectrum of coexistence states can emerge and persist. This surprising finding is substantiated using three classes of cyclic game models through stability analysis, Monte Carlo simulations and continuous spatiotemporal dynamical evolution from partial differential equations. Our finding indicates that intraspecific competitions or alternative symmetry-breaking mechanisms can promote biodiversity to a broader extent than previously thought.

  5. To Enforce or Not to Enforce? The Use of Collaborative Interfaces to Promote Social Skills in Children with High Functioning Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Ben-Sasson, Ayelet; Lamash, Liron; Gal, Eynat

    2013-01-01

    The goal of this study was to examine whether a technological touch activated Collaborative Puzzle Game (CPG) increased positive social behaviors in children with high functioning autism spectrum disorder (HFASD). The CPG involved construction of a virtual puzzle by selecting and dragging pieces into the solution area on a touch screen table. The…

  6. I Wanna Play Too: Factors Related to Changes in Social Behavior for Children with and without Autism Spectrum Disorder after Implementation of a Structured Outdoor Play Curriculum

    ERIC Educational Resources Information Center

    Morrier, Michael J.; Ziegler, Sonja M. T.

    2018-01-01

    Children with autism spectrum disorder (ASD) have difficulties interacting with same-aged peers during unstructured play (e.g., on the playground). Thirty-five toddler and preschool children with and without ASD participated in a structured 15-min outdoor play curriculum. The intervention, "the Buddy Game," used familiar songs, movement,…

  7. Global 󈧌, U.S. Navy Title X War Game: Implementing the Maritime Strategy, 4-8 August 2008. Game Report

    DTIC Science & Technology

    2009-03-01

    flying in formation over the beach as an aggressive or hostile act. Similarly, for political reasons the U.S. may need to allow the host nation to put a...levels will result in migration flows and could cause instability, especially in smaller, coastal states. Aging populations, pollution -related and...a broad spectrum of experience from the DoD, U.S. Government, NGOs, academia, and representatives from Argentina, Brazil, Chile, Columbia, and Peru

  8. A Systematic Review of the Rates of Depression in Children and Adults with High-Functioning Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Wigham, Sarah; Barton, Stephen; Parr, Jeremy R.; Rodgers, Jacqui

    2017-01-01

    Accurate population rates of depression can inform allocation of health resources and service planning, to counter the impact of depression on quality of life and morbidity. A systematic review of the rates of depression in children and adults with autism spectrum disorders (ASD) and without intellectual disability (high-functioning [HF] ASD) was…

  9. Differential Learning as a Key Training Approach to Improve Creative and Tactical Behavior in Soccer

    ERIC Educational Resources Information Center

    Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno

    2018-01-01

    Purpose: The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest…

  10. Application of the matching law to pitch selection in professional baseball.

    PubMed

    Cox, David J; Sosine, Jacob; Dallery, Jesse

    2017-04-01

    This study applied the generalized matching equation (GME) to pitch selection in professional baseball. The GME was fitted to the relation between pitch selection and hitter outcomes for five professional baseball pitchers during the 2014 Major League Baseball season. The GME described pitch selection well. Pitch allocation varied across different game contexts such as inning, count, and number of outs in a manner consistent with the GME. Finally, within games, bias decreased for four of the five pitchers and the sensitivity parameter increased for three of the five pitchers. The results extend the generality of the GME to multialternative natural sporting contexts, and demonstrate the influence of context on behavior in natural environments. © 2017 Society for the Experimental Analysis of Behavior.

  11. Game Theoretic Resolution of Water Conflicts

    NASA Astrophysics Data System (ADS)

    Tyagi, H.; Gosain, A. K.; Khosa, R.

    2017-12-01

    Water disputes are of multi-disciplinary nature and involve an array of natural, hydrological,social, political and economic issues. Operations Research based decision making methodshave been found to facilitate mathematical analysis of such multifaceted problems thatconsist of multiple stakeholders and their conflicting objectives. Game Theoretic techniqueslike Metagame and Hypergame Analysis can provide a framework for conceptualizing waterconflicts and envisaging their potential solutions. In the present research, firstly a Metagamemodel has been developed to identify range of plausible equilibrium outcomes for resolvingconflicts pertaining to water apportionments in a transboundary watercourse. Further, it hasbeen observed that the contenders often hide their strategies from other players to getfavorable water allocations. Consequently, there are widespread misinterpretations about thetactics of the competitors and contenders have to formulate their strategies entirely based ontheir perception about others. Accordingly, a Hypergame study has also been conducted tomodel the probable misperceptions that may exist amongst the river riparians. Thus, thecurrent study assesses the efficacy of Game Theoretic techniques as possible redressalmechanism for water conflicts.

  12. A metacognitive strategy for reducing disruptive behavior in children with fetal alcohol spectrum disorders: GoFAR pilot.

    PubMed

    Coles, Claire D; Kable, Julie A; Taddeo, Elles; Strickland, Dorothy C

    2015-11-01

    Fetal alcohol spectrum disorders (FASD) are often characterized by disruptive behavior problems and there are few effective interventions available. GoFAR is a novel, 3-part intervention designed to improve self-regulation and adaptive living skills of children with FASD by improving metacognitive control of emotions and arousal. The intervention has 3 components: (i) GoFAR: a "serious game" designed to teach a metacognitive control strategy in a computer game environment; (ii) parent training on child behavioral regulation; and (iii) Behavior Analog Therapy (BAT) sessions, a practical application of the metacognitive learning methodology by parent and child in the context of learning adaptive skills. The learning strategy (FAR) teaches the child to Focus and make a plan, Act out the plan, and Reflect back on the plan. Thirty families were randomized to 3 groups: (i) GoFAR (n = 10); (ii) FACELAND (n = 10); or (iii) CONTROL (n = 10). The 2 intervention groups, GoFAR and FACELAND, used computer games to instruct children. Both groups also received 5 sessions of parent training followed by 5 sessions of joint parent/child therapy (BAT). Assessment of disruptive behavior, including frequency of temper tantrums, frustration tolerance, impulsivity, destructiveness, aggression, and maintaining attention were carried out before enrollment at Mid-Treatment, when game play and parent training were completed, and finally, after completing the BAT sessions. Parental report of disruptive behavior overall was significantly reduced in the GoFAR group after the first components, game play and parent training, and after the BAT sessions in the FACELAND group with no changes in the CONTROL group over time. The GoFAR(®) game was well received by children and effective in teaching the required skills. Mastering the FAR metacognitive strategy was associated with a reduction in disruptive behaviors in children with FASD suggesting that effective interventions can improve outcomes for this high-risk group. Copyright © 2015 by the Research Society on Alcoholism.

  13. Frequency allocations for a new satellite service - Digital audio broadcasting

    NASA Technical Reports Server (NTRS)

    Reinhart, Edward E.

    1992-01-01

    The allocation in the range 500-3000 MHz for digital audio broadcasting (DAB) is described in terms of key issues such as the transmission-system architectures. Attention is given to the optimal amount of spectrum for allocation and the technological considerations relevant to downlink bands for satellite and terrestrial transmissions. Proposals for DAB allocations are compared, and reference is made to factors impinging on the provision of ground/satellite feeder links. The allocation proposals describe the implementation of 50-60-MHz bandwidths for broadcasting in the ranges near 800 MHz, below 1525 MHz, near 2350 MHz, and near 2600 MHz. Three specific proposals are examined in terms of characteristics such as service areas, coverage/beam, channels/satellite beam, and FCC license status. Several existing problems are identified including existing services crowded with systems, the need for new bands in the 1000-3000-MHz range, and variations in the nature and intensity of implementations of existing allocations that vary from country to country.

  14. Self-enforcing strategies to deter free-riding in the climate change mitigation game and other repeated public good games

    PubMed Central

    Heitzig, Jobst; Lessmann, Kai; Zou, Yong

    2011-01-01

    As the Copenhagen Accord indicates, most of the international community agrees that global mean temperature should not be allowed to rise more than two degrees Celsius above preindustrial levels to avoid unacceptable damages from climate change. The scientific evidence distilled in the Fourth Assessment Report of the Intergovernmental Panel on Climate Change and recent reports by the US National Academies shows that this can only be achieved by vast reductions of greenhouse gas emissions. Still, international cooperation on greenhouse gas emissions reductions suffers from incentives to free-ride and to renegotiate agreements in case of noncompliance, and the same is true for other so-called “public good games.” Using game theory, we show how one might overcome these problems with a simple dynamic strategy of linear compensation when the parameters of the problem fulfill some general conditions and players can be considered to be sufficiently rational. The proposed strategy redistributes liabilities according to past compliance levels in a proportionate and timely way. It can be used to implement any given allocation of target contributions, and we prove that it has several strong stability properties. PMID:21903930

  15. Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial

    PubMed Central

    Gladwin, Thomas E; Peeters, Margot; Prins, Pier J M; Wiers, Reinout W

    2018-01-01

    Background Working memory capacity has been found to be impaired in adolescents with various psychological problems, such as addictive behaviors. Training of working memory capacity can lead to significant behavioral improvements, but it is usually long and tedious, taxing participants’ motivation to train. Objective This study aimed to evaluate whether adding game elements to the training could help improve adolescents’ motivation to train while improving cognition. Methods A total of 84 high school students were allocated to a working memory capacity training, a gamified working memory capacity training, or a placebo condition. Working memory capacity, motivation to train, and drinking habits were assessed before and after training. Results Self-reported evaluations did not show a self-reported preference for the game, but participants in the gamified working memory capacity training condition did train significantly longer. The game successfully increased motivation to train, but this effect faded over time. Working memory capacity increased equally in all conditions but did not lead to significantly lower drinking, which may be due to low drinking levels at baseline. Conclusions We recommend that future studies attempt to prolong this motivational effect, as it appeared to fade over time. PMID:29792294

  16. Least loaded and route fragmentation aware RSA strategies for elastic optical networks

    NASA Astrophysics Data System (ADS)

    Batham, Deepak; Yadav, Dharmendra Singh; Prakash, Shashi

    2017-12-01

    Elastic optical networks (EONs) provide flexibility to assign wide range of spectral resources to the connection requests. In this manuscript, we address two issues related to spectrum assignment in EONs: the non uniform spectrum assignment along different links of the route and the spectrum fragmentation in the network. To address these issues, two routing and spectrum assignment (RSA) strategies have been proposed: Least Loaded RSA (LLRSA) and Route Fragmentation Aware RSA (RFARSA). The LLRSA allocates spectrum homogeneously along different links in the network, where as RFARSA accords priority to the routes which are less fragmented. To highlight the salient features of the two strategies, two new metrics, route fragmentation index (RFI) and standard deviation (SD) are introduced. RFI is defined as the ratio of non-contiguous FSs to the total available free FSs on the route, and SD relates to the measure of non-uniformity in the allocation of resources on the links in the network. A simulation program has been developed to evaluate the performance of the proposed (LLRSA and RFARSA) strategies, and the existing strategies of shortest path RSA (SPRSA) and spectrum compactness based defragmentation (SCD) strategies, on the metric of RFI, bandwidth blocking probability (BBP), network capacity utilized, and SD. The variation in the metrics on the basis of number of requests and the bandwidth (number of FSs) requested has been studied. It has been conclusively established that the proposed strategies (LLRSA and RFARSA) outperform the existing strategies in terms of all the metrics.

  17. Self responses along cingulate cortex reveal quantitative neural phenotype for high functioning autism

    PubMed Central

    Chiu, Pearl H.; Kayali, M. Amin; Kishida, Kenneth T.; Tomlin, Damon; Klinger, Laura G.; Klinger, Mark R.; Montague, P. Read

    2014-01-01

    Summary Attributing behavioral outcomes correctly to oneself or to other agents is essential for all productive social exchange. We approach this issue in high-functioning males with autism spectrum disorder (ASD) using two separate fMRI paradigms. First, using a visual imagery task, we extract a basis set for responses along the cingulate cortex of control subjects that reveals an agent-specific eigenvector (self eigenmode) associated with imagining oneself executing a specific motor act. Second, we show that the same self eigenmode arises during one's own decision (the self phase) in an interpersonal exchange game (iterated trust game). Third, using this exchange game, we show that ASD males exhibit a severely diminished self eigenmode when playing the game with a human partner. This diminished response covaries parametrically with their behaviorally assessed symptom severity suggesting its value as an objective endophenotype. These findings may provide a quantitative assessment tool for high functioning ASD. PMID:18255038

  18. Vehicle Health Management Communications Requirements for AeroMACS

    NASA Technical Reports Server (NTRS)

    Kerczewski, Robert J.; Clements, Donna J.; Apaza, Rafael D.

    2012-01-01

    As the development of standards for the aeronautical mobile airport communications system (AeroMACS) progresses, the process of identifying and quantifying appropriate uses for the system is progressing. In addition to defining important elements of AeroMACS standards, indentifying the systems uses impacts AeroMACS bandwidth requirements. Although an initial 59 MHz spectrum allocation for AeroMACS was established in 2007, the allocation may be inadequate; studies have indicated that 100 MHz or more of spectrum may be required to support airport surface communications. Hence additional spectrum allocations have been proposed. Vehicle health management (VHM) systems, which can produce large volumes of vehicle health data, were not considered in the original bandwidth requirements analyses, and are therefore of interest in supporting proposals for additional AeroMACS spectrum. VHM systems are an emerging development in air vehicle safety, and preliminary estimates of the amount of data that will be produced and transmitted off an aircraft, both in flight and on the ground, have been prepared based on estimates of data produced by on-board vehicle health sensors and initial concepts of data processing approaches. This allowed an initial estimate of VHM data transmission requirements for the airport surface. More recently, vehicle-level systems designed to process and analyze VHM data and draw conclusions on the current state of vehicle health have been undergoing testing and evaluation. These systems make use of vehicle system data that is mostly different from VHM data considered previously for airport surface transmission, and produce processed system outputs that will be also need to be archived, thus generating additional data load for AeroMACS. This paper provides an analysis of airport surface data transmission requirements resulting from the vehicle level reasoning systems, within the context of overall VHM data requirements.

  19. Elevation Request Letter to Army - signed October 3, 1994

    EPA Pesticide Factsheets

    Requesting for review of a decision to issue a Section 10 and a Section 404 permit to Spectrum Gaming/D'Iberville Landing Casino, for a proposed casino complex in the City of D'Iberville, Mississippi.

  20. Parametric spectro-temporal analyzer (PASTA) for real-time optical spectrum observation

    NASA Astrophysics Data System (ADS)

    Zhang, Chi; Xu, Jianbing; Chui, P. C.; Wong, Kenneth K. Y.

    2013-06-01

    Real-time optical spectrum analysis is an essential tool in observing ultrafast phenomena, such as the dynamic monitoring of spectrum evolution. However, conventional method such as optical spectrum analyzers disperse the spectrum in space and allocate it in time sequence by mechanical rotation of a grating, so are incapable of operating at high speed. A more recent method all-optically stretches the spectrum in time domain, but is limited by the allowable input condition. In view of these constraints, here we present a real-time spectrum analyzer called parametric spectro-temporal analyzer (PASTA), which is based on the time-lens focusing mechanism. It achieves a frame rate as high as 100 MHz and accommodates various input conditions. As a proof of concept and also for the first time, we verify its applications in observing the dynamic spectrum of a Fourier domain mode-locked laser, and the spectrum evolution of a laser cavity during its stabilizing process.

  1. Media use and sleep among boys with autism spectrum disorder, ADHD, or typical development.

    PubMed

    Engelhardt, Christopher R; Mazurek, Micah O; Sohl, Kristin

    2013-12-01

    The current study examined the relationships between media use (television, computer, and video games) and sleep among boys with autism spectrum disorder (ASD) compared with those with attention-deficit/hyperactivity disorder (ADHD) or with typical development (TD). Participants included parents of boys with ASD (n = 49), ADHD (n = 38), or TD (n = 41) (ages 8-17 years). Questionnaires assessed daily hours of media use, bedroom access to media, and average sleep hours per night. Bedroom media access was associated with less time spent sleeping per night, irrespective of diagnostic group. Bedroom access to a television or a computer was more strongly associated with reduced sleep among boys with ASD compared with boys with ADHD or TD. Multivariate models showed that, in addition to bedroom access, the amount of time spent playing video games was uniquely associated with less sleep among boys with ASD. In the ASD group only, the relationship between bedroom access to video games and reduced sleep was mediated by hours of video game play. The current results suggest that media-related variables may be an important consideration in understanding sleep disturbances in children with ASD. Further research is needed to better characterize the processes by which media use may affect sleep among individuals with ASD. Overall, the current findings suggest that screen-based media time and bedroom media access should be routinely assessed and may be important intervention targets when addressing sleep problems in children with ASD.

  2. New approaches to investigating social gestures in autism spectrum disorder

    PubMed Central

    2012-01-01

    The combination of economic games and human neuroimaging presents the possibility of using economic probes to identify biomarkers for quantitative features of healthy and diseased cognition. These probes span a range of important cognitive functions, but one new use is in the domain of reciprocating social exchange with other humans - a capacity perturbed in a number of psychopathologies. We summarize the use of a reciprocating exchange game to elicit neural and behavioral signatures for subjects diagnosed with autism spectrum disorder (ASD). Furthermore, we outline early efforts to capture features of social exchange in computational models and use these to identify quantitative behavioral differences between subjects with ASD and matched controls. Lastly, we summarize a number of subsequent studies inspired by the modeling results, which suggest new neural and behavioral signatures that could be used to characterize subtle deficits in information processing during interactions with other humans. PMID:22958572

  3. The Modular Clock Algorithm for Blind Rendezvous

    DTIC Science & Technology

    2009-03-26

    and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training...capabilities in spectrum management and particularly in harvesting unused portions of pre-allocated band- width under DSA. The term “cognitive radio” was...of rendezvous and our role as the waiter . However, if the “child” refuses to move from non-common spectrum, rendezvous cannot occur. Bluetooth

  4. A Psychoeducational Group Intervention for Siblings of Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Brouzos, Andreas; Vassilopoulos, Stephanos P.; Tassi, Christina

    2017-01-01

    This study examined the effectiveness of an 8-week psychoeducational group program for siblings of children with autism spectrum disorder (ASD). The sample consisted of 38 siblings aged 6-15 years (M = 10.75), allocated to the experimental (n = 22) or control group (n = 16). Self-report questionnaires were administered before and after the…

  5. Video Modeling and Observational Learning to Teach Gaming Access to Students with ASD.

    PubMed

    Spriggs, Amy D; Gast, David L; Knight, Victoria F

    2016-09-01

    The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on these results. Secondary measures were collected on observational learning across participants and behaviors. Participants included 4 children with autism, ages 8-11, who were served in self-contained special education classrooms. Results indicated a functional relation between video modeling and increased independence in gaming; observational learning occurred for at least some steps across students. Results, implications for practitioners, limitations, and ideas for future research are discussed.

  6. Teaching to the Next Generation Science Standards with Energy, Climate, and Water Focused Games

    NASA Astrophysics Data System (ADS)

    Mayhew, M. A.; Hall, M.; Civjan, N.

    2015-12-01

    We produced two fun-to-play card games with the theme, The Nexus of Energy, Water, and Climate, that directly support teaching to the NGSS. In the games, players come to understand how demand for energy, water use, and climate change are tightly intertwined. Analysis by scientists from the national laboratories ensured that the games are reflect current data and research. The games have been tested with high school and informal science educators and their students and have received a formal evaluation. The games website http://isenm.org/games-for-learning shows how the games align with the NGSS, the Common Core, and the NRC's Strands of Science Learning. It also contains an extensive collection of accessible articles on the nexus to support use of the games in instruction. Thirst for Power is a challenging resource management game. Players, acting as governors of regions, compete to be the first to meet their citizens' energy needs. A governor can choose from a variety of carbon-based or renewable energy sources, but each source uses water and has an environmental—including climate change—impact. Energy needs must be met using only the water resources allocated to the region and without exceeding the environmental impact limit. "ACTION" cards alter game play and increase competition. Challenge and Persuade is a game of scientific argumentation, using evidence on nexus-related fact cards. Players must evaluate information, develop fact-based arguments, and communicate their findings. One card deck contains a set of adjectives, a second a series of fact cards. Players use their fact cards to make the best argument that aligns with an adjective selected by the "Judge". Players take turns being the "Judge," who determines who made the best argument. The games particularly align with NGSS elements: Connections to Engineering, Technology, and Application of Science. Players come to understand the science and engineering behind many energy sources and their impacts. Connection to Nature of Science. Players must manage the complexity of relationships among water, energy, and climate change and solve problems with science, technology, and policies. Science and Engineering Practice. Both games require players to use evidence, evaluate information, and develop strategies to address real world problems.

  7. Comparing Feedback Types in Multimedia Learning of Speech by Young Children With Common Speech Sound Disorders: Research Protocol for a Pretest Posttest Independent Measures Control Trial.

    PubMed

    Doubé, Wendy; Carding, Paul; Flanagan, Kieran; Kaufman, Jordy; Armitage, Hannah

    2018-01-01

    Children with speech sound disorders benefit from feedback about the accuracy of sounds they make. Home practice can reinforce feedback received from speech pathologists. Games in mobile device applications could encourage home practice, but those currently available are of limited value because they are unlikely to elaborate "Correct"/"Incorrect" feedback with information that can assist in improving the accuracy of the sound. This protocol proposes a "Wizard of Oz" experiment that aims to provide evidence for the provision of effective multimedia feedback for speech sound development. Children with two common speech sound disorders will play a game on a mobile device and make speech sounds when prompted by the game. A human "Wizard" will provide feedback on the accuracy of the sound but the children will perceive the feedback as coming from the game. Groups of 30 young children will be randomly allocated to one of five conditions: four types of feedback and a control which does not play the game. The results of this experiment will inform not only speech sound therapy, but also other types of language learning, both in general, and in multimedia applications. This experiment is a cost-effective precursor to the development of a mobile application that employs pedagogically and clinically sound processes for speech development in young children.

  8. Effects of Training Using Video Games on the Muscle Strength, Muscle Tone, and Activities of Daily Living of Chronic Stroke Patients

    PubMed Central

    Lee, GyuChang

    2013-01-01

    [Purpose] The purpose of this study was to investigate the effects of training using video games played on the Xbox Kinect on the muscle strength, muscle tone, and activities of daily living of post-stroke patients. [Subjects] Fourteen stroke patients were recruited. They were randomly allocated into two groups; the experimental group (n=7) and the control group (n=7). [Methods] The experimental group performed training using video games played on the Xbox Kinect together with conventional occupational therapy for 6 weeks (1 hour/day, 3 days/week), and the control group received conventional occupational therapy only for 6 weeks (30 min/day, 3 days/week). Before and after the intervention, the participants were measured for muscle strength, muscle tone, and performance of activities of daily living. [Results] There were significant differences pre- and post-test in muscle strength of the upper extremities, except the wrist, and performance of activities of daily living in the experimental group. There were no significant differences between the two groups at post-test. [Conclusion] The training using video games played on the Xbox Kinect had a positive effect on the motor function and performance of activities of daily living. This study showed that training using video games played on the Xbox Kinect may be an effective intervention for the rehabilitation of stroke patients. PMID:24259810

  9. Comparing Feedback Types in Multimedia Learning of Speech by Young Children With Common Speech Sound Disorders: Research Protocol for a Pretest Posttest Independent Measures Control Trial

    PubMed Central

    Doubé, Wendy; Carding, Paul; Flanagan, Kieran; Kaufman, Jordy; Armitage, Hannah

    2018-01-01

    Children with speech sound disorders benefit from feedback about the accuracy of sounds they make. Home practice can reinforce feedback received from speech pathologists. Games in mobile device applications could encourage home practice, but those currently available are of limited value because they are unlikely to elaborate “Correct”/”Incorrect” feedback with information that can assist in improving the accuracy of the sound. This protocol proposes a “Wizard of Oz” experiment that aims to provide evidence for the provision of effective multimedia feedback for speech sound development. Children with two common speech sound disorders will play a game on a mobile device and make speech sounds when prompted by the game. A human “Wizard” will provide feedback on the accuracy of the sound but the children will perceive the feedback as coming from the game. Groups of 30 young children will be randomly allocated to one of five conditions: four types of feedback and a control which does not play the game. The results of this experiment will inform not only speech sound therapy, but also other types of language learning, both in general, and in multimedia applications. This experiment is a cost-effective precursor to the development of a mobile application that employs pedagogically and clinically sound processes for speech development in young children. PMID:29674986

  10. The impact of social exclusion on anticipatory attentional processing.

    PubMed

    Kiat, John E; Cheadle, Jacob E; Goosby, Bridget J

    2018-01-01

    The importance of understanding how we anticipate and prepare for social rejection is underscored by the mental and physical toll of continual social vigilance. In this study, we investigate the impact of social rejection on anticipatory attentional processes using the well-known Cyberball task, a paradigm in which participants engage in a game of catch with virtual avatars who after an initial period of fair-play (inclusion condition) then exclude the participant from the game (exclusion condition). The degree of anticipatory attention allocated by subjects towards the avatars was assessed by measuring P3b responses towards the avatars' preparatory actions (i.e. the phase preceding their exclusionary actions) using high density EEG. The results of the study show that relative to the inclusion, participants exhibit elevated levels of anticipatory attentional allocation towards the avatars during the exclusion block. This shift was however significantly moderated by participants' self-reported cognitive regulation tendencies. Participants with higher levels of self-reported cognitive reappraisal tendencies showed larger anticipatory P3b increases from the inclusion to exclusion block relative to participants with reduced levels of reappraisal tendencies. These results highlight the impact of social exclusion on anticipatory neural processing and the moderating role of cognitive reappraisal on these effects. Published by Elsevier B.V.

  11. The role of price and enforcement in water allocation: insights from Game Theory

    NASA Astrophysics Data System (ADS)

    Souza Filho, F.; Lall, U.; Porto, R.

    2007-12-01

    As many countries are moving towards water sector reforms, practical issues of how water management institutions can better effect allocation, regulation and enforcement of water rights have emerged. The uncertainty associated with water that is available at a particular diversion point becomes a parameter that is likely to influence the behavior of water users as to their application for water licenses, as well as their willingness to pay for licensed use. The ability of a water agency to reduce this uncertainty through effective water rights enforcement is related to the fiscal ability of the agency to sustain the enforcement effort. In this paper, this interplay across the users and the agency is explored, considering the hydraulic structure or sequence of water use, and parameters that define the users and the agency's economics. The potential for free rider behavior by the users, as well as their proposals for licensed use are derived conditional on this setting. The analyses presented are developed in the framework of the theory of "Law and Economics", with user interactions modeled as a game theoretic enterprise. The state of Ceara, Brazil is used loosely as an example setting, with parameter values for the experiments indexed to be approximately those relevant for current decisions. The potential for using the ideas in participatory decision making is discussed.

  12. Cooperative Emissions Trading Game: International Permit Market Dominated by Buyers

    PubMed Central

    Honjo, Keita

    2015-01-01

    Rapid reduction of anthropogenic greenhouse gas emissions is required to mitigate disastrous impacts of climate change. The Kyoto Protocol introduced international emissions trading (IET) to accelerate the reduction of carbon dioxide (CO2) emissions. The IET controls CO2 emissions through the allocation of marketable emission permits to sovereign countries. The costs for acquiring additional permits provide buyers with an incentive to reduce their CO2 emissions. However, permit price has declined to a low level during the first commitment period (CP1). The downward trend in permit price is attributed to deficiencies of the Kyoto Protocol: weak compliance enforcement, the generous allocation of permits to transition economies (hot air), and the withdrawal of the US. These deficiencies created a buyer’s market dominated by price-making buyers. In this paper, I develop a coalitional game of the IET, and demonstrate that permit buyers have dominant bargaining power. In my model, called cooperative emissions trading (CET) game, a buyer purchases permits from sellers only if the buyer forms a coalition with the sellers. Permit price is determined by bargaining among the coalition members. I evaluated the demand-side and supply-side bargaining power (DBP and SBP) using Shapley value, and obtained the following results: (1) Permit price is given by the product of the buyer’s willingness-to-pay and the SBP (= 1 − DBP). (2) The DBP is greater than or equal to the SBP. These results indicate that buyers can suppress permit price to low levels through bargaining. The deficiencies of the Kyoto Protocol enhance the DBP, and contribute to the demand-side dominance in the international permit market. PMID:26244778

  13. Sperm competition games: optimal sperm allocation in response to the size of competing ejaculates.

    PubMed

    Engqvist, Leif; Reinhold, Klaus

    2007-01-22

    Sperm competition theory predicts that when males are certain of sperm competition, they should decrease sperm investment in matings with an increasing number of competing ejaculates. How males should allocate sperm when competing with differently sized ejaculates, however, has not yet been examined. Here, we report the outcomes of two models assuming variation in males' sperm reserves and males being faced with different amounts of competing sperm. In the first 'spawning model', two males compete instantaneously and both are able to assess the sperm competitive ability of each other. In the second 'sperm storage model', males are sequentially confronted with situations involving different levels of sperm competition, for instance different amounts of sperm already stored by the female mating partner. In both of the models, we found that optimal sperm allocation will strongly depend on the size of the male's sperm reserve. Males should always invest maximally in competition with other males that are equally strong competitors. That is, for males with small sperm reserves, our model predicts a negative correlation between sperm allocation and sperm competition intensity, whereas for males with large sperm reserves, this correlation is predicted to be positive.

  14. Effects of the Skills4Genius sports-based training program in creative behavior

    PubMed Central

    Santos, Sara; Jiménez, Sergio; Sampaio, Jaime; Leite, Nuno

    2017-01-01

    Team Sports has been suggested as a suitable environment to investigate creative behavior. This study’s purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius). Variables in the study included: a) creative thinking; b) motor performance (vertical jump, speed, and agility); c) in-game individual creative behavior (attempts, fluency, and versatility); and d) in-game collective behavior (positional regularity). The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player’s actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates’ and opponents’ positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children’s disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child. PMID:28231260

  15. Evaluation of the Role of Monocular Video Game Play as an Adjuvant to Occlusion Therapy in the Management of Anisometropic Amblyopia.

    PubMed

    Singh, Archita; Sharma, Pradeep; Saxena, Rohit

    2017-07-01

    To evaluate the role of monocular video game play as an adjuvant to occlusion therapy in the treatment of anisometropic amblyopia. In a prospective randomized study design, 68 children with ages ranging from 6 to 14 years who had anisometropic amblyopia with a best corrected visual acuity (BCVA) in the amblyopic eye of better than 6/36 and worse than 6/12 and no manifest strabismus were recruited. They were randomly allocated into two groups: 34 children received 1 hour per day of video game play for the first month plus 6 hours per day of occlusion therapy (video game and occlusion group) and 34 children received 6 hours per day of occlusion therapy alone (occlusion only group). Patients were then evaluated at baseline and 1 and 3 months after treatment for BCVA, stereoacuity, and contrast sensitivity. In the video game and occlusion group, BCVA improved from 0.61 ± 0.12 logarithm of the minimum angle of resolution (logMAR) at baseline to 0.51 ± 0.14 logMAR (P = .001) at 1 month and 0.40 ± 0.15 logMAR (P = .001) at 3 months. In the occlusion only group, BCVA improved from 0.65 ± 0.09 logMAR at baseline to 0.60 ± 0.10 logMAR (P = .001) at 1 month and 0.48 ± 0.10 logMAR (P = .001) at 3 months. There was significantly more improvement in the video game and occlusion group compared to the occlusion only group (P = .003 at 1 month and P = .027 at 3 months). Video game play plus occlusion therapy enhances the visual recovery in anisometropic amblyopia. [J Pediatr Ophthalmol Strabismus. 2017;54(4):244-249.]. Copyright 2017, SLACK Incorporated.

  16. Development and evaluation of 'Pure Rush': An online serious game for drug education.

    PubMed

    Stapinski, Lexine A; Reda, Bill; Newton, Nicola C; Lawler, Siobhan; Rodriguez, Daniel; Chapman, Catherine; Teesson, Maree

    2018-04-01

    Learning is most effective when it is active, enjoyable and incorporates feedback. Past research demonstrates that serious games are prime candidates to utilise these principles, however the potential benefits of this approach for delivering drug education are yet to be examined in Australia, a country where drug education in schools is mandatory. The serious game 'Pure Rush' was developed across three stages. First, formative consultation was conducted with 115 students (67% male, aged 15-17 years), followed by feasibility and acceptability testing of a prototype of the game (n = 25, 68% male). In the final stage, 281 students (62% female, aged 13-16 years) were randomly allocated to receive a lesson involving Pure Rush or an active control lesson. The lessons were compared in terms of learning outcomes, lesson engagement and future intentions to use illicit drugs. Students enjoyed playing Pure Rush, found the game age-appropriate and the information useful to them. Both the Pure Rush and the active control were associated with significant knowledge increase from pre to post-test. Among females, multi-level mixed-effects regression showed knowledge gain was greater in the Pure Rush condition compared to control (β = 2.36, 95% confidence interval 0.36-4.38). There was no evidence of between condition differences in lesson engagement or future intentions to use illicit drugs. Pure Rush is an innovative online drug education game that is well received by students and feasible to implement in schools. [Stapinski LA, Reda B, Newton NC, Lawler S, Rodriguez D, Chapman C, Teesson M. Development and evaluation of 'Pure Rush': An online serious game for drug education. Drug Alcohol Rev 2017]. © 2017 Australasian Professional Society on Alcohol and other Drugs.

  17. Effects of the Skills4Genius sports-based training program in creative behavior.

    PubMed

    Santos, Sara; Jiménez, Sergio; Sampaio, Jaime; Leite, Nuno

    2017-01-01

    Team Sports has been suggested as a suitable environment to investigate creative behavior. This study's purpose was two-fold: first, it intended to identify the effects of the Skills4Genius sports-bases training program in thinking, motor, and in-game creative behavior in team sports. Second, it aimed to investigate the relationship between creative thinking and in-game creativity. Forty children from primary school were allocated into control (n = 18, age: 9.2±0.4) and experimental (n = 22, age: 9.5±0.7) groups. The experimental group participated in a five-month training program involving either creative thinking, diversification, physical literacy, and nonlinear pedagogy approaches (Skills4Genius). Variables in the study included: a) creative thinking; b) motor performance (vertical jump, speed, and agility); c) in-game individual creative behavior (attempts, fluency, and versatility); and d) in-game collective behavior (positional regularity). The results suggested that the Skills4Genius program fostered creative thinking, agility, and speed performance. Moreover, it stretched the in-game individual creative behavior mainly through the improvement of the attempts and versatility of the player's actions. Lastly, it nurtured a better learning of the tactical principles, whereas the children were more coordinated with their teammates' and opponents' positioning. Additionally, this study presents a positive correlation linking creative thinking and in-game creative performance. These findings highlighted that creativity is facilitated while players become more thinking and game-skilled. Coaches and educators may apply this functional environment to inspire children's disposition to move outside the box and trigger a creative spark in team sports players. Notwithstanding, the sports environment is ideally suited for fostering creative behavior, a higher-order disposition that will go on to differentiate the everyday life of a child.

  18. The spectrum of genomic signatures: from dinucleotides to chaos game representation.

    PubMed

    Wang, Yingwei; Hill, Kathleen; Singh, Shiva; Kari, Lila

    2005-02-14

    In the post genomic era, access to complete genome sequence data for numerous diverse species has opened multiple avenues for examining and comparing primary DNA sequence organization of entire genomes. Previously, the concept of a genomic signature was introduced with the observation of species-type specific Dinucleotide Relative Abundance Profiles (DRAPs); dinucleotides were identified as the subsequences with the greatest bias in representation in a majority of genomes. Herein, we demonstrate that DRAP is one particular genomic signature contained within a broader spectrum of signatures. Within this spectrum, an alternative genomic signature, Chaos Game Representation (CGR), provides a unique visualization of patterns in sequence organization. A genomic signature is associated with a particular integer order or subsequence length that represents a measure of the resolution or granularity in the analysis of primary DNA sequence organization. We quantitatively explore the organizational information provided by genomic signatures of different orders through different distance measures, including a novel Image Distance. The Image Distance and other existing distance measures are evaluated by comparing the phylogenetic trees they generate for 26 complete mitochondrial genomes from a diversity of species. The phylogenetic tree generated by the Image Distance is compatible with the known relatedness of species. Quantitative evaluation of the spectrum of genomic signatures may be used to ultimately gain insight into the determinants and biological relevance of the genome signatures.

  19. The Normalized-Rate Iterative Algorithm: A Practical Dynamic Spectrum Management Method for DSL

    NASA Astrophysics Data System (ADS)

    Statovci, Driton; Nordström, Tomas; Nilsson, Rickard

    2006-12-01

    We present a practical solution for dynamic spectrum management (DSM) in digital subscriber line systems: the normalized-rate iterative algorithm (NRIA). Supported by a novel optimization problem formulation, the NRIA is the only DSM algorithm that jointly addresses spectrum balancing for frequency division duplexing systems and power allocation for the users sharing a common cable bundle. With a focus on being implementable rather than obtaining the highest possible theoretical performance, the NRIA is designed to efficiently solve the DSM optimization problem with the operators' business models in mind. This is achieved with the help of two types of parameters: the desired network asymmetry and the desired user priorities. The NRIA is a centralized DSM algorithm based on the iterative water-filling algorithm (IWFA) for finding efficient power allocations, but extends the IWFA by finding the achievable bitrates and by optimizing the bandplan. It is compared with three other DSM proposals: the IWFA, the optimal spectrum balancing algorithm (OSBA), and the bidirectional IWFA (bi-IWFA). We show that the NRIA achieves better bitrate performance than the IWFA and the bi-IWFA. It can even achieve performance almost as good as the OSBA, but with dramatically lower requirements on complexity. Additionally, the NRIA can achieve bitrate combinations that cannot be supported by any other DSM algorithm.

  20. Differences in fairness and trust between lean and corpulent men.

    PubMed

    Kubera, B; Klement, J; Wagner, C; Rädel, C; Eggeling, J; Füllbrunn, S; Kaczmarek, M C; Levinsky, R; Peters, A

    2016-11-01

    Employment disparities are known to exist between lean and corpulent people, for example, corpulent people are less likely to be hired and get lower wages. The reasons for these disparities between weight groups are not completely understood. We hypothesize (i) that economic decision making differs between lean and corpulent subjects, (ii) that these differences are influenced by peoples' blood glucose concentrations and (iii) by the body weight of their opponents. A total of 20 lean and 20 corpulent men were examined, who performed a large set of economic games (ultimatum game, trust game and risk game) under euglycemic and hypoglycemic conditions induced by the glucose clamp technique. In the ultimatum game, lean men made less fair decisions and offered 16% less money than corpulent men during euglycemia (P=0.042). During hypoglycemia, study participants of both weight groups accepted smaller amounts of money than during euglycemia (P=0.031), indicating that a lack of energy makes subjects to behave more like a Homo Economicus. In the trust game, lean men allocated twice as much money to lean than to corpulent trustees during hypoglycemia (P<0.001). Risk-seeking behavior did not differ between lean and corpulent men. Our data show that economic decision making is affected by both, the body weight of the participants and the body weight of their opponents, and that blood glucose concentrations should be taken into consideration when analyzing economic decision making. When relating these results to the working environment, the weight bias in economic decision making may be also relevant for employment disparities.

  1. Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis.

    PubMed

    Neri, Silvia Gr; Cardoso, Jefferson R; Cruz, Lorena; Lima, Ricardo M; de Oliveira, Ricardo J; Iversen, Maura D; Carregaro, Rodrigo L

    2017-10-01

    To summarize evidence on the effectiveness of virtual reality games and conventional therapy or no-intervention for fall prevention in the elderly. An electronic data search (last searched December 2016) was performed on 10 databases (Web of Science, EMBASE, PUBMED, CINAHL, LILACS, SPORTDiscus, Cochrane Library, Scopus, SciELO, PEDro) and retained only randomized controlled trials. Sample characteristics and intervention parameters were compared, focusing on clinical homogeneity of demographic characteristics, type/duration of interventions, outcomes (balance, reaction time, mobility, lower limb strength and fear of falling) and low risk of bias. Based on homogeneity, a meta-analysis was considered. Two independent reviewers assessed the risk of bias. A total of 28 studies met the inclusion criteria and were appraised ( n: 1121 elderly participants). We found that virtual reality games presented positive effects on balance and fear of falling compared with no-intervention. Virtual reality games were also superior to conventional interventions for balance improvements and fear of falling. The six studies included in the meta-analysis demonstrated that virtual reality games significantly improved mobility and balance after 3-6 and 8-12 weeks of intervention when compared with no-intervention. The risk of bias revealed that less than one-third of the studies correctly described the random sequence generation and allocation concealment procedures. Our review suggests positive clinical effects of virtual reality games for balance and mobility improvements compared with no-treatment and conventional interventions. However, owing to the high risk of bias and large variability of intervention protocols, the evidence remains inconclusive and further research is warranted.

  2. How does the presence of a conspecific individual change the behavioral game that a predator plays with its prey?

    PubMed

    Vardi, Reut; Abramsky, Zvika; Kotler, Burt P; Altstein, Ofir; Rosenzweig, Michael L

    2017-07-01

    Behavioral games predators play among themselves may have profound effects on behavioral games predators play with their prey. We studied the behavioral game between predators and prey within the framework of social foraging among predators. We tested how conspecific interactions among predators (little egret) change the predator-prey behavioral game and foraging success. To do so, we examined foraging behavior of egrets alone and in pairs (male and female) in a specially designed aviary consisting of three equally spaced pools with identical initial prey (comet goldfish) densities. Each pool was comprised of a risky microhabitat, rich with food, and a safe microhabitat with no food, forcing the fish to trade off food and safety. When faced with two versus one egret, we found that fish significantly reduced activity in the risky habitat. Egrets in pairs suffered reduced foraging success (negative intraspecific density dependence) and responded to fish behavior and to their conspecific by changing their visiting regime at the different pools-having shorter, more frequent visits. The time egret spent on each visit allowed them to match their long-term capture success rate across the environment to their capture success rate in the pool, which satisfies one aspect of optimality. Overall, egrets in pairs allocated more time for foraging and changed their foraging tactics to focus more on fish under cover and fish 'peeping' out from their shelter. These results suggest that both prey and predator show behavioral flexibility and can adjust to changing conditions as needed in this foraging game.

  3. Impact of a board-game approach on current smokers: a randomized controlled trial

    PubMed Central

    2013-01-01

    Background The main objective of our study was to assess the impact of a board game on smoking status and smoking-related variables in current smokers. To accomplish this objective, we conducted a randomized controlled trial comparing the game group with a psychoeducation group and a waiting-list control group. Methods The following measures were performed at participant inclusion, as well as after a 2-week and a 3-month follow-up period: “Attitudes Towards Smoking Scale” (ATS-18), “Smoking Self-Efficacy Questionnaire” (SEQ-12), “Attitudes Towards Nicotine Replacement Therapy” scale (ANRT-12), number of cigarettes smoked per day, stages of change, quit attempts, and smoking status. Furthermore, participants were assessed for concurrent psychiatric disorders and for the severity of nicotine dependence with the Fagerström Test for Nicotine Dependence (FTND). Results A time × group effect was observed for subscales of the ANRT-12, ATS-18 and SEQ-12, as well as for the number of cigarettes smoked per day. At three months follow-up, compared to the participants allocated to the waiting list group, those on Pick-Klop group were less likely to remain smoker. Outcomes at 3 months were not predicted by gender, age, FTND, stage of change, or psychiatric disorders at inclusion. Conclusions The board game seems to be a good option for smokers. The game led to improvements in variables known to predict quitting in smokers. Furthermore, it increased smoking-cessation rates at 3-months follow-up. The game is also an interesting alternative for smokers in the precontemplation stage. PMID:23327643

  4. Making meaningful worlds: role-playing subcultures and the autism spectrum.

    PubMed

    Fein, Elizabeth

    2015-06-01

    Every summer, a group of role-playing gamers gathers in an American town. Dressed up as moon goddesses, mad scientists, and other fantastical characters, they act out elaborate, improvised narratives of transformation, destruction, and redemption. For several summers, this group, who I call the Journeyfolk, ran a camp for teenagers on the autism spectrum, engaging campers in therapeutic reconfigurations of self and social role. Through this folk healing practice, the meaning of autism was itself transformed; what had been a source of isolation became a source of commonality and community. This paper takes the camp as a case study for examining the co-productive relationship between culture and neurodiversity. Cognitive tendencies often found in autism are often thought to preclude socio-cultural participation. However, such tendencies can also facilitate the co-creation of innovative cultural spaces, through processes of affinity and affiliation. Drawing on ethnographic fieldwork at the camp, I identify three sites of congruity between the culture of the camp and the cognitive and phenomenological experiences associated with autism, at which this "work of culture" (Obeysekere in The Work of Culture: Symbolic Transformation in Psychoanalysis and Anthropology, University of Chicago Press, Chicago, 1990) took place: the structure of social interactions within roleplaying games, the narratives enacted within these games, and the interpersonal relationships within which the games were embedded.

  5. Privacy: An Overview of Federal Statutes Governing Wiretapping and Electronic Eavesdropping

    DTIC Science & Technology

    2008-09-02

    the parties to the conversation. Late in the game, the FCC supplied a partial solution when it banned the use of licensed radio equipment to overhear... electromagnetic , photoelectronic or photooptical system that affects interstate or foreign commerce, but does not include – (A) the radio portion of...authorized frequency within the bands allocated to the amateur, citizens band, or general mobile radio services; or (IV) by any marine or aeronautical

  6. Cancer treatment as a game: integrating evolutionary game theory into the optimal control of chemotherapy

    NASA Astrophysics Data System (ADS)

    Orlando, Paul A.; Gatenby, Robert A.; Brown, Joel S.

    2012-12-01

    Chemotherapy for metastatic cancer commonly fails due to evolution of drug resistance in tumor cells. Here, we view cancer treatment as a game in which the oncologists choose a therapy and tumors ‘choose’ an adaptive strategy. We propose the oncologist can gain an upper hand in the game by choosing treatment strategies that anticipate the adaptations of the tumor. In particular, we examine the potential benefit of exploiting evolutionary tradeoffs in tumor adaptations to therapy. We analyze a math model where cancer cells face tradeoffs in allocation of resistance to two drugs. The tumor ‘chooses’ its strategy by natural selection and the oncologist chooses her strategy by solving a control problem. We find that when tumor cells perform best by investing resources to maximize response to one drug the optimal therapy is a time-invariant delivery of both drugs simultaneously. However, if cancer cells perform better using a generalist strategy allowing resistance to both drugs simultaneously, then the optimal protocol is a time varying solution in which the two drug concentrations negatively covary. However, drug interactions can significantly alter these results. We conclude that knowledge of both evolutionary tradeoffs and drug interactions is crucial in planning optimal chemotherapy schedules for individual patients.

  7. Achieving Efficient Spectrum Usage in Passive and Active Sensing

    NASA Astrophysics Data System (ADS)

    Wang, Huaiyi

    Increasing demand for supporting more wireless services with higher performance and reliability within the frequency bands that are most conducive to operating cost-effective cellular and mobile broadband is aggravating current electromagnetic spectrum congestion. This situation motivates technology and management innovation to increase the efficiency of spectral use. If primary-secondary spectrum sharing can be shown possible without compromising (or while even improving) performance in an existing application, opportunities for efficiency may be realizable by making the freed spectrum available for commercial use. While both active and passive sensing systems are vitally important for many public good applications, opportunities for increasing the efficiency of spectrum use can be shown to exist for both systems. This dissertation explores methods and technologies for remote sensing systems that enhance spectral efficiency and enable dynamic spectrum access both within and outside traditionally allocated bands.

  8. Web-Based Water Accounting Scenario Platform to Address Uncertainties in Water Resources Management in the Mekong : A Case Study in Ca River Basin, Vietnam

    NASA Astrophysics Data System (ADS)

    Apirumanekul, C.; Purkey, D. R.; Pudashine, J.; Seifollahi-Aghmiuni, S.; Wang, D.; Ate, P.; Meechaiya, C.

    2017-12-01

    Rapid economic development in the Mekong Region is placing pressure on environmental resources. Uncertain changes in land-use, increasing urbanization, infrastructure development, migration patterns and climate risks s combined with scarce water resources are increasing water demand in various sectors. More appropriate policies, strategies and planning for sustainable water resource management are urgently needed. Over the last five years, Vietnam has experienced more frequent and intense droughts affecting agricultural and domestic water use during the dry season. The Ca River Basin is the third largest river basin in Vietnam with 35% of its area located in Lao PDR. The delta landscape comprises natural vegetation, forest, paddy fields, farming and urban areas. The Ca River Basin is experiencing ongoing water scarcity that impacts on crop production, farming livelihoods and household water consumption. Water scarcity is exacerbated by uncertainties in policy changes (e.g. changes in land-use, crop types), basin development (e.g. reservoir construction, urban expansion), and climate change (e.g. changes in rainfall patterns and onset of monsoon). The Water Evaluation And Planning (WEAP) model, with inputs from satellite-based information and institutional data, is used to estimate water supply, water use and water allocation in various sectors (e.g. household, crops, irrigation and flood control) under a wide range of plausible future scenarios in the Ca River Basin. Web-Based Water Allocation Scenario Platform is an online implementation of WEAP model structured in terms of a gaming experience. The online game, as an educational tool, helps key agencies relevant to water resources management understand and explore the complexity of integrated system of river basin under a wide range of scenarios. Performance of the different water resources strategies in Ca River Basin (e.g. change of dam operation to address needs in various sectors, construction of dams, changes in cropping patterns and increasing irrigation diversion) under a wide range of uncertainties will be assessed. The game allows stakeholders to participate in a realistic game that requires them to make choices amongst various water management strategies with the goal of improving water management towards greater sustainability.

  9. FD/DAMA Scheme For Mobile/Satellite Communications

    NASA Technical Reports Server (NTRS)

    Yan, Tsun-Yee; Wang, Charles C.; Cheng, Unjeng; Rafferty, William; Dessouky, Khaled I.

    1992-01-01

    Integrated-Adaptive Mobile Access Protocol (I-AMAP) proposed to allocate communication channels to subscribers in first-generation MSAT-X mobile/satellite communication network. Based on concept of frequency-division/demand-assigned multiple access (FD/DAMA) where partition of available spectrum adapted to subscribers' demands for service. Requests processed, and competing requests resolved according to channel-access protocol, or free-access tree algorithm described in "Connection Protocol for Mobile/Satellite Communications" (NPO-17735). Assigned spectrum utilized efficiently.

  10. Evidence-based development and first usability testing of a social serious game based multi-modal system for early screening for atypical socio-cognitive development.

    PubMed

    Gyori, Miklos; Borsos, Zsófia; Stefanik, Krisztina

    2015-01-01

    At current, screening for, and diagnosis of, autism spectrum disorders (ASD) are based on purely behavioral data; established screening tools rely on human observation and ratings of relevant behaviors. The research and development project in the focus of this paper is aimed at designing, creating and evaluating a social serious game based multi-modal, interactive software system for screening for high functioning cases of ASD at kindergarten age. The aims of this paper are (1) to summarize the evidence-based design process and (2) to present results from the first usability test of the system. Game topic, candidate responses, and candidate game contents were identified via an iterative literature review. On this basis, the 1st partial prototype of the fully playable game has been created, with complete data recording functionality but without the decision making component. A first usability test was carried out on this prototype (n=13). Overall results were unambiguously promising. Although sporadic difficulties in, and slightly negative attitudes towards, using the game occasionally arose, these were confined to non-target-group children only. The next steps of development include (1) completing the game design; (2) carrying out first large-n field test; (3) creating the first prototype of the decision making component.

  11. Online video game therapy for mental health concerns: a review.

    PubMed

    Wilkinson, Nathan; Ang, Rebecca P; Goh, Dion H

    2008-07-01

    There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

  12. Change deafness, dual-task performance, and domain-specific expertise.

    PubMed

    Neuhoff, John G; Bochtler, Katharina S

    2018-05-01

    In a change deafness manipulation using radio broadcasts of sporting events, we show that change deafness to a switch in talker increases when listeners are asked to monitor both lexical and indexical information for change. We held semantic content constant and demonstrated a change deafness rate of 85% when participants listened to the home team broadcast of a hockey game that switched midway to the away team broadcast with a different announcer. In Study 2, participants were asked to monitor either the indexical characteristics ( listen for a change in announcer) or both the indexical and semantic components ( listen for a change in announcer or a goal scored). Monitoring both components led to significantly greater change deafness even though both groups were alerted to the possibility of a change in announcer. In Study 3, we changed both the indexical and the semantic components when the broadcast switched from a hockey game to a basketball game. We found a negative correlation between sports expertise and change deafness. The results are discussed in terms of the nature of perceptual representation and the influence of expertise and evolution on attention allocation.

  13. Reallocation of water in the state of New Mexico based on cooperative game theory

    NASA Astrophysics Data System (ADS)

    Rouhi Rad, M.

    2011-12-01

    Water allocation models often aim to maximize net benefits in the river basin based on the water rights, thus there is no motivation to use water efficiently by the users with lower marginal value for water. Water markets not only could help increase the net benefits over the basin but also will encourage the stakeholders to save the water and use it in transfer markets and increase their income. This issue can be viewed as a game in which stakeholders can play non-cooperatively and try to increase their own benefits using the amount of water assigned to them or they could cooperate and make coalitions in order to increase the total benefits in the coalition and the whole basin. The aim of this study is to reallocate the water based on cooperation among different stakeholders, namely agricultural, municipal and industrial and environmental, in the Upper Rio Grande river basin in the state of New Mexico in order to increase efficiency, sustainability and equity of water distribution in the basin using different game theory schemes such as Nucleolus and the Shapley Value.

  14. Prospects and limitations for use of frequency spectrum from 40 to 300 GHz

    NASA Technical Reports Server (NTRS)

    Catoe, C. E.

    1979-01-01

    The existing and future use of the electromagnetic spectrum from 40 to 300 gigahertz is discussed. The activities envisioned for this segment of the electromagnetic spectrum fall generically into two basic categories: communications and remote sensing. The communications services considered for this region are focused on the existing and future frequency allocations that are required for terrestrial radio services, space to ground radio services, space to space radio services, and space to deep space radio services. The remote sensing services considered for this region are divided into two groups of activities: earth viewing and space viewing.

  15. Benefit of adaptive FEC in shared backup path protected elastic optical network.

    PubMed

    Guo, Hong; Dai, Hua; Wang, Chao; Li, Yongcheng; Bose, Sanjay K; Shen, Gangxiang

    2015-07-27

    We apply an adaptive forward error correction (FEC) allocation strategy to an Elastic Optical Network (EON) operated with shared backup path protection (SBPP). To maximize the protected network capacity that can be carried, an Integer Linear Programing (ILP) model and a spectrum window plane (SWP)-based heuristic algorithm are developed. Simulation results show that the FEC coding overhead required by the adaptive FEC scheme is significantly lower than that needed by a fixed FEC allocation strategy resulting in higher network capacity for the adaptive strategy. The adaptive FEC allocation strategy can also significantly outperform the fixed FEC allocation strategy both in terms of the spare capacity redundancy and the average FEC coding overhead needed per optical channel. The proposed heuristic algorithm is efficient and not only performs closer to the ILP model but also does much better than the shortest-path algorithm.

  16. Cognitive rehabilitation system for children with autism spectrum disorder using serious games: A pilot study.

    PubMed

    Aresti-Bartolome, Nuria; Garcia-Zapirain, Begonya

    2015-01-01

    This paper studies and assesses how rehabilitation activities and supervised computer games incorporated into a system aimed at people diagnosed with Autism Spectrum Disorder (ASD) can be used to work on the areas affected by ASD at any time and in any place. This research specifically assesses the areas that affect communication and interaction between people with ASD and professionals. In order to do this, a group of 20 children diagnosed with ASD of between 3 and 8 years old (clinical group) was used, together with a group of 20 children of between 3 and 8 years old with a neurotypical development, which served as a control group. During the tests, response time and visual interaction with the session leader were evaluated. Despite the fact that the clinical group spent more time (M = 21.08 sec) than the control group (M = 4.52) to interact leader, eye contact predominated in the interaction. As a result of the pilot study, the system obtained could help in cognitive rehabilitation.

  17. The Tortoise and the Hare. Small-Game Use, the Broad-Spectrum Revolution, and Paleolithic Demography.

    PubMed

    Stiner; Munro; Surovell

    2000-02-01

    This study illustrates the potential of small-game data for identifying and dating Paleolithic demographic pulses such as those associated with modern human origins and the later evolution of food-producing economies. Archaeofaunal series from Israel and Italy serve as our examples. Three important implications of this study are that (1) early Middle Paleolithic populations were exceptionally small and highly dispersed, (2) the first major population growth pulse in the eastern Mediterranean probably occurred before the end of the Middle Paleolithic, and (3) subsequent demographic pulses in the Upper and Epi-Paleolithic greatly reshaped the conditions of selection that operated on human subsistence ecology, technology, and society. The findings of this study are consistent with the main premise of Flannery's broad-spectrum-revolution hypothesis. However, ranking small prey in terms of work of capture (in the absence of special harvesting tools) proved far more effective in this investigation of human diet breadth than have the taxonomic-diversity analyses published previously.

  18. Sex-specific mediation effect of the right fusiform face area volume on the association between variants in repeat length of AVPR1A RS3 and altruistic behavior in healthy adults.

    PubMed

    Wang, Junping; Qin, Wen; Liu, Feng; Liu, Bing; Zhou, Yuan; Jiang, Tianzi; Yu, Chunshui

    2016-07-01

    Microsatellite variants in the arginine vasopressin receptor 1A gene (AVPR1A) RS3 have been associated with normal social behaviors variation and autism spectrum disorders (ASDs) in a sex-specific manner. However, neural mechanisms underlying these associations remain largely unknown. We hypothesized that AVPR1A RS3 variants affect altruistic behavior by modulating the gray matter volume (GMV) of specific brain regions in a sex-specific manner. We investigated 278 young healthy adults using the Dictator Game to assess altruistic behavior. All subjects were genotyped and main effect of AVPR1A RS3 repeat polymorphisms and interaction of genotype-by-sex on the GMV were assessed in a voxel-wise manner. We observed that male subjects with relatively short repeats allocated less money to others and exhibited a significantly smaller GMV in the right fusiform face area (FFA) compared with male long homozygotes. In male subjects, the GMV of the right FFA exhibited a significant positive correlation with altruistic behavior. A mixed mediation and moderation analysis further revealed both a significant mediation effect of the GMV of the right FFA on the association between AVPR1A RS3 repeat polymorphisms and allocation sums and a significant moderation effect of sex (only in males) on the mediation effect. Post hoc analysis showed that the GMV of the right FFA was significantly smaller in male subjects carrying allele 426 than in non-426 carriers. These results suggest that the GMV of the right FFA may be a potential mediator whereby the genetic variants in AVPR1A RS3 affect altruistic behavior in healthy male subjects. Hum Brain Mapp 37:2700-2709, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  19. To Punish or to Leave: Distinct Cognitive Processes Underlie Partner Control and Partner Choice Behaviors

    PubMed Central

    Martin, Justin W.; Cushman, Fiery

    2015-01-01

    When a cooperative partner defects, at least two types of response are available: Punishment, aimed at modifying behavior, and ostracism, aimed at avoiding further social interaction with the partner. These options, termed partner control and partner choice, have been distinguished at behavioral and evolutionary levels. However, little work has compared their cognitive bases. Do these disparate behaviors depend on common processes of moral evaluation? Specifically, we assess whether they show identical patterns of dependence on two key dimensions of moral evaluation: A person’s intentions, and the outcomes that they cause. We address this issue in a “trembling hand” economic game. In this game, an allocator divides a monetary stake between themselves and a responder based on a stochastic mechanism. This allows for dissociations between the allocator’s intent and the actual outcome. Responders were either given the opportunity to punish or reward the allocator (partner control) or to switch to a different partner for a subsequent round of play (partner choice). Our results suggest that partner control and partner choice behaviors are supported by distinct underlying cognitive processes: Partner control exhibits greater sensitivity to the outcomes a partner causes, while partner choice is influenced almost exclusively by a partner’s intentions. This cognitive dissociation can be understood in light of the unique adaptive functions of partner control and partner choice. PMID:25915550

  20. Cooperative institutions for sustainable common pool resource management: Application to groundwater

    NASA Astrophysics Data System (ADS)

    Madani, Kaveh; Dinar, Ariel

    2012-09-01

    Beneficiaries of common pool resources (CPRs) may select available noncooperative and regulatory exogenous institutions for managing the resource, as well as cooperative management institutions. All these institutions may increase the long-term gains, prolong the life of the resource, and help to escape the tragedy of the commons trap. Cooperative game theory approaches can serve as the backbone of cooperative CPR management institutions. This paper formulates and applies several commonly used cooperative game theoretic solution concepts, namely, the core, Nash-Harsanyi, Shapley, and nucleolus. Through a numerical groundwater example, we show how CPR users can share the gains obtained from cooperation in a fair and efficient manner based on these cooperative solution concepts (management institutions). Although, based on their fairness rationales, various cooperative management institutions may suggest different allocations that are potentially acceptable to the users, these allocation solutions may not be stable as some users may find them unfair. This paper discusses how different methods, such as application of the plurality rule and power index, stability index, and propensity to disrupt concepts, can help identify the most stable and likely solutions for enforcing cooperation among the CPR beneficiaries. Furthermore, how the noncooperative managerial characteristics of the CPR users can affect the stability and acceptability of the different cooperative CPR management institutions is discussed, providing valuable policy insights for cooperative CPR management at community levels.

  1. Sperm competition games: a general model for precopulatory male-male competition.

    PubMed

    Parker, Geoff A; Lessells, Catherine M; Simmons, Leigh W

    2013-01-01

    Reproductive males face a trade-off between expenditure on precopulatory male-male competition--increasing the number of females that they secure as mates--and sperm competition--increasing their fertilization success with those females. Previous sperm allocation models have focused on scramble competition in which males compete by searching for mates and the number of matings rises linearly with precopulatory expenditure. However, recent studies have emphasized contest competition involving precopulatory expenditure on armaments, where winning contests may be highly dependent on marginal increases in relative armament level. Here, we develop a general model of sperm allocation that allows us to examine the effect of all forms of precopulatory competition on sperm allocation patterns. The model predicts that sperm allocation decreases if either the "mate-competition loading,"a, or the number of males competing for each mating, M, increases. Other predictions remain unchanged from previous models: (i) expenditure per ejaculate should increase and then decrease, and (ii) total postcopulatory expenditure should increase, as the level of sperm competition increases. A negative correlation between a and M is biologically plausible, and may buffer deviations from the previous models. There is some support for our predictions from comparative analyses across dung beetle species and frog populations. © 2012 The Author(s). Evolution© 2012 The Society for the Study of Evolution.

  2. Differential Learning as a Key Training Approach to Improve Creative and Tactical Behavior in Soccer.

    PubMed

    Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno

    2018-03-01

    The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest design using small-sided games situations. The experimental group participated in a 5-month differential-learning program embodied in small-sided games situations, while the control group participated in a typical small-sided games training program. In-game creativity was assessed through notational analyses of the creative components, and the players' positional data were used to compute tactical-derived variables. The findings suggested that differential learning facilitated the development of creative components, mainly concerning attempts (U13, small; U15, small), versatility (U13, moderate; U15, small), and originality (U13, unclear; U15, small) of players' actions. Likewise, the differential-learning approach provided a decrease in fails during the game in both experimental groups (moderate). Moreover, differential learning seemed to favor regularity in pitch-positioning behavior for the distance between players' dyads (U13, small; U15, small), the distance to the team target (U13, moderate; U15, small), and the distance to the opponent target (U13, moderate; U15, small). The differential-learning program stressed creative and positional behavior in both age groups with a distinct magnitude of effects, with the U13 players demonstrating higher improvements over the U15 players. Overall, these findings confirmed that the technical variability promoted by differential learning nurtures regularity of positioning behavior.

  3. A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke.

    PubMed

    Chen, Mei-Hsiang; Huang, Lan-Ling; Lee, Chang-Franw; Hsieh, Ching-Lin; Lin, Yu-Chao; Liu, Hsiuchih; Chen, Ming-I; Lu, Wen-Shian

    2015-07-01

    To investigate the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke in order to inform future sample size and study design. A controlled clinical trial design using sequential allocation into groups. A clinical occupational therapy department. Twenty-four first-stroke patients. Patients were assigned to one of three groups: conventional group, Wii group, and XaviX group. In addition to regular one-hour conventional rehabilitation, each group received an additional half-hour of upper extremity exercises via conventional devices, Wii games, or XaviX games, for eight weeks. The Fugl-Meyer Assessment of motor function, Box and Block Test of Manual Dexterity, Functional Independence Measure, and upper extremity range of motion were used at baseline and postintervention. Also, a questionnaire was used to assess motivation and enjoyment. The effect size of differences in change scores between the Wii and conventional groups ranged from 0.71 (SD 0.59) to 0.28 (SD 0.58), on the Fugl-Meyer Assessment of motor function (d = 0.74) was larger than that between the XaviX and conventional groups, ranged from 0.44 (SD 0.49) to 0.28 (SD 0.58) (d = 0.30). Patient enjoyment was significantly greater in the video game groups (Wii mean 4.25, SD 0.89; XaviX mean 4.38, SD 0.52) than in the conventional group (mean 2.25, SD 0.89, F = 18.55, p < 0.001), but motivation was not significantly different across groups. Patients were positive to using video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study. © The Author(s) 2014.

  4. Video-game based exercises for older people with chronic low back pain: a protocol for a feasibility randomised controlled trial (the GAMEBACK trial).

    PubMed

    Zadro, Joshua Robert; Shirley, Debra; Simic, Milena; Mousavi, Seyed Javad; Ceprnja, Dragana; Maka, Katherine; Ferreira, Paulo

    2017-06-01

    To investigate the feasibility of implementing a video-game exercise programme for older people with chronic low back pain (LBP). Single-centred single-blinded randomised controlled trial (RCT). Physiotherapy outpatient department in a public hospital in Western Sydney, Australia. We will recruit 60 participants over 55 years old with chronic LBP from the waiting list. Participants will be randomised to receive video-game exercise (n=30) or to remain on the waiting list (n=30) for 8 weeks, with follow up at 3 and 6 months. Participants engaging in video-game exercises will be unsupervised and will complete video-game exercise for 60minutes, 3 times per week. Participants allocated to remain on the waiting list will be encouraged to maintain their usual levels of physical activity. The primary outcomes for this feasibility study will be study processes (recruitment and response rates, adherence to and experience with the intervention, and incidence of adverse events) relevant to the future design of a large RCT. Estimates of treatment efficacy (point estimates and 95% confidence intervals) on pain self-efficacy, care seeking, physical activity, fear of movement/re-injury, pain, physical function, disability, falls-efficacy, strength, and walking speed, will be our secondary outcome measures. Recruitment for this trial began in November 2015. This study describes the rationale and processes of a feasibility study investigating a video-game exercise programme for older people with chronic LBP. Results from the feasibility study will inform on the design and sample required for a large multicentre RCT. Australian New Zealand Clinical Trials Registry: ACTRN12615000703505. Copyright © 2016 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  5. The Application of Modeling and Simulation to the Behavioral Deficit of Autism

    NASA Technical Reports Server (NTRS)

    Anton, John J.

    2010-01-01

    This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.

  6. Four-year-olds' strategic allocation of resources: attempts to elicit reciprocation correlate negatively with spontaneous helping.

    PubMed

    Kenward, Ben; Hellmer, Kahl; Winter, Lina Söderström; Eriksson, Malin

    2015-03-01

    Behaviour benefitting others (prosocial behaviour) can be motivated by self-interested strategic concerns as well as by genuine concern for others. Even in very young children such behaviour can be motivated by concern for others, but whether it can be strategically motivated by self-interest is currently less clear. Here, children had to distribute resources in a game in which a rich but not a poor recipient could reciprocate. From four years of age participants strategically favoured the rich recipient, but only when recipients had stated an intention to reciprocate. Six- and eight-year-olds distributed more equally. Children allocating strategically to the rich recipient were less likely to help when an adult needed assistance but was not in a position to immediately reciprocate, demonstrating consistent cross-task individual differences in the extent to which social behaviour is self- versus other-oriented even in early childhood. By four years of age children are capable of strategically allocating resources to others as a tool to advance their own self-interest. Copyright © 2014 Elsevier B.V. All rights reserved.

  7. Avatar Impostors

    NASA Astrophysics Data System (ADS)

    Chicas, K.

    2011-12-01

    In a past two part study, participants were first ostracized in a virtual ball tossing game by individuals who either revealed or replaced their identity using virtual avatars.(image)In the second part of the study, participants had to allocate a sample of Tapatio hot sauce to one of the individuals who just ostracized them. Participants could allocate as much or as little hot sauce as they wanted, and this amount was weighed and recorded as a measure of aggression. On average individuals who were ostracized by identity replaced others allocated more than twice as much hot sauce to the ostracizer than participants who were ostracized by those who revealed their identity. In our follow up study, we were interested in expanding our knowledge of the effects and perceptions of identity manipulation. Specifically, what attributions do others make about motives behind identity replacement? The reactions and responses from those who participated helped show how others perceive people who manipulate their identity. The key motivations that we collect will be measured in future studies; this will allow us to better understand the mechanisms that lead to unique perceptions of identity manipulated others.

  8. The bijection from data to parameter space with the standard DEB model quantifies the supply-demand spectrum.

    PubMed

    Lika, Konstadia; Augustine, Starrlight; Pecquerie, Laure; Kooijman, Sebastiaan A L M

    2014-08-07

    The standard Dynamic Energy Budget (DEB) model assumes that food is converted to reserve and a fraction κ of mobilised reserve of an individual is allocated to somatic maintenance plus growth, while the rest is allocated to maturity maintenance plus maturation (in embryos and juveniles) or reproduction (in adults). The add_my_pet collection of over 300 animal species from most larger phyla, and all chordate classes, shows that this model fits energy data very well. Nine parameters determine nine data points at abundant food: dry/wet weight ratio, age at birth, puberty, death, weight at birth, metamorphosis, puberty, ultimate weight and ultimate reproduction rate. We demonstrate that, given a few other parameters, these nine data points also determine the nine parameters uniquely that are independent of food availability: maturity at birth, metamorphosis and puberty, specific assimilation, somatic maintenance and costs for structure, allocation fraction of mobilised reserve to soma, energy conductance, and ageing acceleration. We provide an efficient algorithm for mapping between data and parameter space in both directions and found expressions for the boundaries of the parameter and data spaces. One of them quantifies the position of species in the supply-demand spectrum, which reflects the internalisation of energetic control. We link eco-physiological properties of species to their position in this spectrum and discuss it in the context of homeostasis. Invertebrates and ray-finned fish turn out to be close to the supply end of the spectrum, while other vertebrates, including cartilaginous fish, have stronger demand tendencies. We explain why birds and mammals up-regulate metabolism during reproduction. We study some properties of the bijection using elasticity coefficients. The properties have applications in parameter estimation and in the analysis of evolutionary constraints on parameter values; the relationship between DEB parameters and data has similarities to that between genotype and phenotype. Copyright © 2014 Elsevier Ltd. All rights reserved.

  9. Evolution of Cellular Automata toward a LIFE-Like Rule Guided by 1/ƒ Noise

    NASA Astrophysics Data System (ADS)

    Ninagawa, Shigeru

    There is evidence in favor of a relationship between the presence of 1/ƒ noise and computational universality in cellular automata. To confirm the relationship, we search for two-dimensional cellular automata with a 1/ƒ power spectrum by means of genetic algorithms. The power spectrum is calculated from the evolution of the state of the cell, starting from a random initial configuration. The fitness is estimated by the power spectrum with consideration of the spectral similarity to the 1/ƒ spectrum. The result shows that the rule with the highest fitness over the most runs exhibits a 1/ƒ type spectrum and its transition function and behavior are quite similar to those of the Game of Life, which is known to be a computationally universal cellular automaton. These results support the relationship between the presence of 1/ƒ noise and computational universality.

  10. Less power or powerless? Egocentric empathy gaps and the irony of having little versus no power in social decision making.

    PubMed

    Handgraaf, Michel J J; Van Dijk, Eric; Vermunt, Riël C; Wilke, Henk A M; De Dreu, Carsten K W

    2008-11-01

    The authors investigate the effect of power differences and associated expectations in social decision making. Using a modified ultimatum game, the authors show that allocators lower their offers to recipients when the power difference shifts in favor of the allocator. Remarkably, however, when recipients are completely powerless, offers increase. This effect is mediated by a change in framing of the situation: When the opponent is without power, feelings of social responsibility are evoked. On the recipient side, the authors show that recipients do not anticipate these higher outcomes resulting from powerlessness. They prefer more power over less, expecting higher outcomes when they are more powerful, especially when less power entails powerlessness. Results are discussed in relation to empathy gaps and social responsibility. (c) 2008 APA, all rights reserved.

  11. Coherent changes of multifractal properties of continuous acoustic emission at failure of heterogeneous materials

    NASA Astrophysics Data System (ADS)

    Panteleev, Ivan; Bayandin, Yuriy; Naimark, Oleg

    2017-12-01

    This work performs a correlation analysis of the statistical properties of continuous acoustic emission recorded in different parts of marble and fiberglass laminate samples under quasi-static deformation. A spectral coherent measure of time series, which is a generalization of the squared coherence spectrum on a multidimensional series, was chosen. The spectral coherent measure was estimated in a sliding time window for two parameters of the acoustic emission multifractal singularity spectrum: the spectrum width and the generalized Hurst exponent realizing the maximum of the singularity spectrum. It is shown that the preparation of the macrofracture focus is accompanied by the synchronization (coherent behavior) of the statistical properties of acoustic emission in allocated frequency intervals.

  12. Achieving Congestion Mitigation Using Distributed Power Control for Spectrum Sensor Nodes in Sensor Network-Aided Cognitive Radio Ad Hoc Networks

    PubMed Central

    Zhuo, Fan; Duan, Hucai

    2017-01-01

    The data sequence of spectrum sensing results injected from dedicated spectrum sensor nodes (SSNs) and the data traffic from upstream secondary users (SUs) lead to unpredictable data loads in a sensor network-aided cognitive radio ad hoc network (SN-CRN). As a result, network congestion may occur at a SU acting as fusion center when the offered data load exceeds its available capacity, which degrades network performance. In this paper, we present an effective approach to mitigate congestion of bottlenecked SUs via a proposed distributed power control framework for SSNs over a rectangular grid based SN-CRN, aiming to balance resource load and avoid excessive congestion. To achieve this goal, a distributed power control framework for SSNs from interior tier (IT) and middle tier (MT) is proposed to achieve the tradeoff between channel capacity and energy consumption. In particular, we firstly devise two pricing factors by considering stability of local spectrum sensing and spectrum sensing quality for SSNs. By the aid of pricing factors, the utility function of this power control problem is formulated by jointly taking into account the revenue of power reduction and the cost of energy consumption for IT or MT SSN. By bearing in mind the utility function maximization and linear differential equation constraint of energy consumption, we further formulate the power control problem as a differential game model under a cooperation or noncooperation scenario, and rigorously obtain the optimal solutions to this game model by employing dynamic programming. Then the congestion mitigation for bottlenecked SUs is derived by alleviating the buffer load over their internal buffers. Simulation results are presented to show the effectiveness of the proposed approach under the rectangular grid based SN-CRN scenario. PMID:28914803

  13. 47 CFR 0.131 - Functions of the Bureau.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... growth by promoting efficiency and innovation in the allocation, licensing and use of the electromagnetic.... Coordinates with and assists other Bureaus and Offices, as appropriate, concerning spectrum management..., homeland security, national security, emergency management, disaster management, and related issues. [60 FR...

  14. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things.

    PubMed

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-09-18

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified.

  15. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things

    PubMed Central

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-01-01

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified. PMID:26393617

  16. Does improved decision-making ability reduce the physiological demands of game-based activities in field sport athletes?

    PubMed

    Gabbett, Tim J; Carius, Josh; Mulvey, Mike

    2008-11-01

    This study investigated the effects of video-based perceptual training on pattern recognition and pattern prediction ability in elite field sport athletes and determined whether enhanced perceptual skills influenced the physiological demands of game-based activities. Sixteen elite women soccer players (mean +/- SD age, 18.3 +/- 2.8 years) were allocated to either a video-based perceptual training group (N = 8) or a control group (N = 8). The video-based perceptual training group watched video footage of international women's soccer matches. Twelve training sessions, each 15 minutes in duration, were conducted during a 4-week period. Players performed assessments of speed (5-, 10-, and 20-m sprint), repeated-sprint ability (6 x 20-m sprints, with active recovery on a 15-second cycle), estimated maximal aerobic power (V O2 max, multistage fitness test), and a game-specific video-based perceptual test of pattern recognition and pattern prediction before and after the 4 weeks of video-based perceptual training. The on-field assessments included time-motion analysis completed on all players during a standardized 45-minute small-sided training game, and assessments of passing, shooting, and dribbling decision-making ability. No significant changes were detected in speed, repeated-sprint ability, or estimated V O2 max during the training period. However, video-based perceptual training improved decision accuracy and reduced the number of recall errors, indicating improved game awareness and decision-making ability. Importantly, the improvements in pattern recognition and prediction ability transferred to on-field improvements in passing, shooting, and dribbling decision-making skills. No differences were detected between groups for the time spent standing, walking, jogging, striding, and sprinting during the small-sided training game. These findings demonstrate that video-based perceptual training can be used effectively to enhance the decision-making ability of field sport athletes; however, it has no effect on the physiological demands of game-based activities.

  17. Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

    PubMed Central

    Li, Roger W.; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M.

    2011-01-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15–61 y; visual acuity: 20/25–20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40–80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps other cortical dysfunctions. Trial Registration ClinicalTrials.gov NCT01223716 PMID:21912514

  18. Video-game play induces plasticity in the visual system of adults with amblyopia.

    PubMed

    Li, Roger W; Ngo, Charlie; Nguyen, Jennie; Levi, Dennis M

    2011-08-01

    Abnormal visual experience during a sensitive period of development disrupts neuronal circuitry in the visual cortex and results in abnormal spatial vision or amblyopia. Here we examined whether playing video games can induce plasticity in the visual system of adults with amblyopia. Specifically 20 adults with amblyopia (age 15-61 y; visual acuity: 20/25-20/480, with no manifest ocular disease or nystagmus) were recruited and allocated into three intervention groups: action videogame group (n = 10), non-action videogame group (n = 3), and crossover control group (n = 7). Our experiments show that playing video games (both action and non-action games) for a short period of time (40-80 h, 2 h/d) using the amblyopic eye results in a substantial improvement in a wide range of fundamental visual functions, from low-level to high-level, including visual acuity (33%), positional acuity (16%), spatial attention (37%), and stereopsis (54%). Using a cross-over experimental design (first 20 h: occlusion therapy, and the next 40 h: videogame therapy), we can conclude that the improvement cannot be explained simply by eye patching alone. We quantified the limits and the time course of visual plasticity induced by video-game experience. The recovery in visual acuity that we observed is at least 5-fold faster than would be expected from occlusion therapy in childhood amblyopia. We used positional noise and modelling to reveal the neural mechanisms underlying the visual improvements in terms of decreased spatial distortion (7%) and increased processing efficiency (33%). Our study had several limitations: small sample size, lack of randomization, and differences in numbers between groups. A large-scale randomized clinical study is needed to confirm the therapeutic value of video-game treatment in clinical situations. Nonetheless, taken as a pilot study, this work suggests that video-game play may provide important principles for treating amblyopia, and perhaps other cortical dysfunctions. ClinicalTrials.gov NCT01223716.

  19. Merit and Justice: An Experimental Analysis of Attitude to Inequality

    PubMed Central

    Rustichini, Aldo; Vostroknutov, Alexander

    2014-01-01

    Merit and justice play a crucial role in ethical theory and political philosophy. Some theories view justice as allocation according to merit; others view justice as based on criteria of its own, and take merit and justice as two independent values. We study experimentally how these views are perceived. In our experiment subjects played two games (both against the computer): a game of skill and a game of luck. After each game they observed the earnings of all the subjects in the session, and thus the differences in outcomes. Each subject could reduce the winnings of one other person at a cost. The majority of the subjects used the option to subtract. The decision to subtract and the amount subtracted depended on whether the game was one of skill or luck, and on the distance between the earnings of the subject and those of others. Everything else being equal, subjects subtracted more in luck than in skill. In skill game, but not in luck, the subtraction becomes more likely, and the amount larger, as the distance increases. The results show that individuals considered favorable outcomes in luck to be undeserved, and thus felt more justified in subtracting. In the skill game instead, they considered more favorable outcomes (their own as well as others') as signal of ability and perhaps effort, which thus deserved merit; hence, they felt less motivated to subtract. However, a larger size of the unfavorable gap from the others increased the unpleasantness of poor performance, which in turn motivated larger subtraction. In conclusion, merit is attributed if and only if effort or skill significantly affect the outcome. An inequality of outcomes is viewed differently depending on whether merit causes the difference or not. Thus, merit and justice are strongly linked in the human perception of social order. PMID:25490094

  20. A model of interaction between anticorruption authority and corruption groups

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Neverova, Elena G.; Malafeyef, Oleg A.

    The paper provides a model of interaction between anticorruption unit and corruption groups. The main policy functions of the anticorruption unit involve reducing corrupt practices in some entities through an optimal approach to resource allocation and effective anticorruption policy. We develop a model based on Markov decision-making process and use Howard’s policy-improvement algorithm for solving an optimal decision strategy. We examine the assumption that corruption groups retaliate against the anticorruption authority to protect themselves. This model was implemented through stochastic game.

  1. Emergence of heterogeneity in a noncompetitive resource allocation problem

    NASA Astrophysics Data System (ADS)

    Matzke, Christina; Challet, Damien

    2011-07-01

    Tuning one’s shower in some hotels may turn into a challenging coordination game with imperfect information. The temperature sensitivity increases with the number of agents, making the problem possibly unlearnable. Because there is in practice a finite number of possible tap positions, identical agents are unlikely to reach even approximately their favorite water temperature. We show that a population of agents with homogeneous strategies is evolutionary unstable, which gives insights into the emergence of heterogeneity, the latter being tempting but risky.

  2. Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial.

    PubMed

    Gomes, Evelim L F D; Carvalho, Celso R F; Peixoto-Souza, Fabiana Sobral; Teixeira-Carvalho, Etiene Farah; Mendonça, Juliana Fernandes Barreto; Stirbulov, Roberto; Sampaio, Luciana Maria Malosá; Costa, Dirceu

    2015-01-01

    The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma. A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20) or a treadmill group (TG; n = 16). Both groups completed an eight-week supervised program with two weekly 40-minute sessions. Pre-training and post-training evaluations involved the Asthma Control Questionnaire, exhaled nitric oxide levels (FeNO), maximum exercise testing (Bruce protocol) and lung function. No differences between the VGG and TG were found at the baseline. Improvements occurred in both groups with regard to asthma control and exercise capacity. Moreover, a significant reduction in FeNO was found in the VGG (p < 0.05). Although the mean energy expenditure at rest and during exercise training was similar for both groups, the maximum energy expenditure was higher in the VGG. The present findings strongly suggest that aerobic training promoted by an active video game had a positive impact on children with asthma in terms of clinical control, improvement in their exercise capacity and a reduction in pulmonary inflammation. Clinicaltrials.gov NCT01438294.

  3. Active Video Game Exercise Training Improves the Clinical Control of Asthma in Children: Randomized Controlled Trial

    PubMed Central

    Gomes, Evelim L. F. D.; Carvalho, Celso R. F.; Peixoto-Souza, Fabiana Sobral; Teixeira-Carvalho, Etiene Farah; Mendonça, Juliana Fernandes Barreto; Stirbulov, Roberto; Sampaio, Luciana Maria Malosá; Costa, Dirceu

    2015-01-01

    Objective The aim of the present study was to determine whether aerobic exercise involving an active video game system improved asthma control, airway inflammation and exercise capacity in children with moderate to severe asthma. Design A randomized, controlled, single-blinded clinical trial was carried out. Thirty-six children with moderate to severe asthma were randomly allocated to either a video game group (VGG; N = 20) or a treadmill group (TG; n = 16). Both groups completed an eight-week supervised program with two weekly 40-minute sessions. Pre-training and post-training evaluations involved the Asthma Control Questionnaire, exhaled nitric oxide levels (FeNO), maximum exercise testing (Bruce protocol) and lung function. Results No differences between the VGG and TG were found at the baseline. Improvements occurred in both groups with regard to asthma control and exercise capacity. Moreover, a significant reduction in FeNO was found in the VGG (p < 0.05). Although the mean energy expenditure at rest and during exercise training was similar for both groups, the maximum energy expenditure was higher in the VGG. Conclusion The present findings strongly suggest that aerobic training promoted by an active video game had a positive impact on children with asthma in terms of clinical control, improvementin their exercise capacity and a reductionin pulmonary inflammation. Trial Registration Clinicaltrials.gov NCT01438294 PMID:26301706

  4. Game-Based Virtual Reality Canoe Paddling Training to Improve Postural Balance and Upper Extremity Function: A Preliminary Randomized Controlled Study of 30 Patients with Subacute Stroke.

    PubMed

    Lee, Myung Mo; Lee, Kyeong Jin; Song, Chang Ho

    2018-04-27

    BACKGROUND Virtual reality (VR) training with motion-controlled console games can be incorporated into stroke rehabilitation programs. The use of a variety of gaming software can provide the patient with an opportunity to perform activities that are exciting, entertaining, and that may not be feasible in clinical environments. The aim of this preliminary randomized controlled study was to investigate the effects of game-based VR canoe paddling training, when combined with conventional physical rehabilitation programs, on postural balance and upper extremity function in 30 patients with subacute stroke. MATERIAL AND METHODS Thirty patients, who were within six months following the diagnosis of stroke, were randomly allocated to either the experimental group (n=15) or the control group (n=15). All participants participated in a conventional rehabilitation program. Also, the experimental group (n=15) performed the VR canoe paddling training for 30 minutes each day, three times per week, for five weeks. After five weeks, outcomes of changes in postural balance and upper extremity function were evaluated and compared between the two groups. RESULTS At five weeks, postural balance and upper extremity function showed significant improvements in both patients groups when compared with the baseline measurements (p<0.05). However, postural balance and upper extremity function were significantly improved in the experimental group when compared with the control group (p<0.05). CONCLUSIONS Game-based VR canoe paddling training is an effective rehabilitation therapy that enhances postural balance and upper extremity function in patients with subacute stroke when combined with conventional physical rehabilitation programs.

  5. Does playing a sports active video game improve young children's ball skill competence?

    PubMed

    Johnson, Tara M; Ridgers, Nicola D; Hulteen, Ryan M; Mellecker, Robin R; Barnett, Lisa M

    2016-05-01

    Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. Two group pre/post experimental design study. Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). No significant differences between the control and intervention groups were observed for both outcomes. This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  6. Event-related potentials in response to cheating and cooperation in a social dilemma game.

    PubMed

    Bell, Raoul; Sasse, Julia; Möller, Malte; Czernochowski, Daniela; Mayr, Susanne; Buchner, Axel

    2016-02-01

    A sequential prisoner's dilemma game was combined with psychophysiological measures to examine the cognitive underpinnings of reciprocal exchange. Participants played four rounds of the game with partners who either cooperated or cheated. In a control condition, the partners' faces were shown, but no interaction took place. The partners' behaviors were consistent in the first three rounds of the game, but in the last round some of the partners unexpectedly changed strategies. In the first round of the game, the feedback about a partner's decision elicited a feedback P300, which was more pronounced for cooperation and cheating in comparison to the control condition, but did not vary as a function of feedback valence. In the last round, both the feedback negativity and the feedback P300 were sensitive to expectancy violations. There was no consistent evidence for a negativity bias, that is, enhanced allocation of attention to feedback about another person's cheating in comparison to feedback about another person's cooperation. Instead, participants focused on both positive and negative information, and flexibly adjusted their processing biases to the diagnosticity of the information. This conclusion was corroborated by the ERP correlates of memory retrieval. Successful retrieval of a partner's reputation was associated with an anterior positivity between 400 and 600 ms after face onset. This anterior positivity was more pronounced for both cooperator and cheater faces in comparison to control faces. The results suggest that it is not the negativity of social information, but rather its motivational and behavioral relevance that determines its processing. © 2015 Society for Psychophysiological Research.

  7. Quasi Path Restoration: A post-failure recovery scheme over pre-allocated backup resource for elastic optical networks

    NASA Astrophysics Data System (ADS)

    Yadav, Dharmendra Singh; Babu, Sarath; Manoj, B. S.

    2018-03-01

    Spectrum conflict during primary and backup routes assignment in elastic optical networks results in increased resource consumption as well as high Bandwidth Blocking Probability. In order to avoid such conflicts, we propose a new scheme, Quasi Path Restoration (QPR), where we divide the available spectrum into two: (1) primary spectrum (for primary routes allocation) and (2) backup spectrum (for rerouting the data on link failures). QPR exhibits three advantages over existing survivable strategies such as Shared Path Protection (SPP), Primary First Fit Backup Last Fit (PFFBLF), Jointly Releasing and re-establishment Defragmentation SPP (JRDSSPP), and Path Restoration (PR): (1) the conflict between primary and backup spectrum during route assignment is completely eliminated, (2) upon a link failure, connection recovery requires less backup resources compared to SPP, PFFBLF, and PR, and (3) availability of the same backup spectrum on each link improves the recovery guarantee. The performance of our scheme is analyzed with different primary backup spectrum partitions on varying connection-request demands and number of frequency slots. Our results show that QPR provides better connection recovery guarantee and Backup Resources Utilization (BRU) compared to bandwidth recovery of PR strategy. In addition, we compare QPR with Shared Path Protection and Primary First-Fit Backup Last Fit strategies in terms of Bandwidth Blocking Probability (BBP) and average frequency slots per connection request. Simulation results show that BBP of SPP, PFFBLF, and JRDSPP varies between 18.59% and 14.42%, while in QPR, BBP ranges from 2.55% to 17.76% for Cost239, NSFNET, and ARPANET topologies. Also, QPR provides bandwidth recovery between 93.61% and 100%, while in PR, the recovery ranges from 86.81% to 98.99%. It is evident from our analysis that QPR provides a reasonable trade-off between bandwidth blocking probability and connection recoverability.

  8. Multispectral iris recognition based on group selection and game theory

    NASA Astrophysics Data System (ADS)

    Ahmad, Foysal; Roy, Kaushik

    2017-05-01

    A commercially available iris recognition system uses only a narrow band of the near infrared spectrum (700-900 nm) while iris images captured in the wide range of 405 nm to 1550 nm offer potential benefits to enhance recognition performance of an iris biometric system. The novelty of this research is that a group selection algorithm based on coalition game theory is explored to select the best patch subsets. In this algorithm, patches are divided into several groups based on their maximum contribution in different groups. Shapley values are used to evaluate the contribution of patches in different groups. Results show that this group selection based iris recognition

  9. The Development of Theory of Mind and Positive and Negative Reciprocity in Preschool Children

    PubMed Central

    Schug, Joanna; Takagishi, Haruto; Benech, Catalina; Okada, Hiroyuki

    2016-01-01

    This study examined the relation between the acquisition of false-beliefs theory of mind (ToM) and reciprocity in preschoolers. Preschool-aged children completed a task assessing the understanding of false beliefs, and played an Ultimatum Game (UG) with another child in a face-to-face setting. Negative reciprocity was assessed by examining the rejection of unfair offers made by another child in the UG, while positive reciprocity was assessed by examining allocations made by participants in a Dictator Game (DG) following the UG. The results indicated that children who had passed a task assessing first-order false beliefs were more likely to make generous offers in a DG following a fair offer made by their partner in a proceeding UG, but that false beliefs ToM was unrelated to the rejection of unfair offers in the UG. PMID:27445881

  10. The Development of Theory of Mind and Positive and Negative Reciprocity in Preschool Children.

    PubMed

    Schug, Joanna; Takagishi, Haruto; Benech, Catalina; Okada, Hiroyuki

    2016-01-01

    This study examined the relation between the acquisition of false-beliefs theory of mind (ToM) and reciprocity in preschoolers. Preschool-aged children completed a task assessing the understanding of false beliefs, and played an Ultimatum Game (UG) with another child in a face-to-face setting. Negative reciprocity was assessed by examining the rejection of unfair offers made by another child in the UG, while positive reciprocity was assessed by examining allocations made by participants in a Dictator Game (DG) following the UG. The results indicated that children who had passed a task assessing first-order false beliefs were more likely to make generous offers in a DG following a fair offer made by their partner in a proceeding UG, but that false beliefs ToM was unrelated to the rejection of unfair offers in the UG.

  11. Propagating Mixed Uncertainties in Cyber Attacker Payoffs: Exploration of Two-Phase Monte Carlo Sampling and Probability Bounds Analysis

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Chatterjee, Samrat; Tipireddy, Ramakrishna; Oster, Matthew R.

    Securing cyber-systems on a continual basis against a multitude of adverse events is a challenging undertaking. Game-theoretic approaches, that model actions of strategic decision-makers, are increasingly being applied to address cybersecurity resource allocation challenges. Such game-based models account for multiple player actions and represent cyber attacker payoffs mostly as point utility estimates. Since a cyber-attacker’s payoff generation mechanism is largely unknown, appropriate representation and propagation of uncertainty is a critical task. In this paper we expand on prior work and focus on operationalizing the probabilistic uncertainty quantification framework, for a notional cyber system, through: 1) representation of uncertain attacker andmore » system-related modeling variables as probability distributions and mathematical intervals, and 2) exploration of uncertainty propagation techniques including two-phase Monte Carlo sampling and probability bounds analysis.« less

  12. Equity or equality? Moral judgments follow the money

    PubMed Central

    DeScioli, Peter; Massenkoff, Maxim; Shaw, Alex; Petersen, Michael Bang; Kurzban, Robert

    2014-01-01

    Previous research emphasizes people's dispositions as a source of differences in moral views. We investigate another source of moral disagreement, self-interest. In three experiments, participants played a simple economic game in which one player divides money with a partner according to the principle of equality (same payoffs) or the principle of equity (payoffs proportional to effort expended). We find, first, that people's moral judgment of an allocation rule depends on their role in the game. People not only prefer the rule that most benefits them but also judge it to be more fair and moral. Second, we find that participants' views about equality and equity change in a matter of minutes as they learn where their interests lie. Finally, we find limits to self-interest: when the justification for equity is removed, participants no longer show strategic advocacy of the unequal division. We discuss implications for understanding moral debate and disagreement. PMID:25355480

  13. Auction-based Security Game for Multiuser Cooperative Networks

    NASA Astrophysics Data System (ADS)

    Wang, An; Cai, Yueming; Yang, Wendong; Cheng, Yunpeng

    2013-04-01

    In this paper, we develop an auction-based algorithm to allocate the relay power efficiently to improve the system secrecy rate in a cooperative network, where several source-destination pairs and one cooperative relay are involved. On the one hand, the cooperative relay assists these pairs to transmit under a peak power constraint. On the other hand, the relay is untrusty and is also a passive eavesdropper. The whole auction process is completely distributed and no instantaneous channel state information exchange is needed. We also prove the existence and uniqueness of the Nash Equilibrium (NE) for the proposed power auction game. Moreover, the Pareto optimality is also validated. Simulation results show that our proposed auction-based algorithm can effectively improve the system secrecy rate. Besides, the proposed auction-based algorithm can converge to the unique NE point within a finite number of iterations. More interestingly, we also find that the proposed power auction mechanism is cheat-proof.

  14. Immersive audiomotor game play enhances neural and perceptual salience of weak signals in noise

    PubMed Central

    Whitton, Jonathon P.; Hancock, Kenneth E.; Polley, Daniel B.

    2014-01-01

    All sensory systems face the fundamental challenge of encoding weak signals in noisy backgrounds. Although discrimination abilities can improve with practice, these benefits rarely generalize to untrained stimulus dimensions. Inspired by recent findings that action video game training can impart a broader spectrum of benefits than traditional perceptual learning paradigms, we trained adult humans and mice in an immersive audio game that challenged them to forage for hidden auditory targets in a 2D soundscape. Both species learned to modulate their angular search vectors and target approach velocities based on real-time changes in the level of a weak tone embedded in broadband noise. In humans, mastery of this tone in noise task generalized to an improved ability to comprehend spoken sentences in speech babble noise. Neural plasticity in the auditory cortex of trained mice supported improved decoding of low-intensity sounds at the training frequency and an enhanced resistance to interference from background masking noise. These findings highlight the potential to improve the neural and perceptual salience of degraded sensory stimuli through immersive computerized games. PMID:24927596

  15. Immersive audiomotor game play enhances neural and perceptual salience of weak signals in noise.

    PubMed

    Whitton, Jonathon P; Hancock, Kenneth E; Polley, Daniel B

    2014-06-24

    All sensory systems face the fundamental challenge of encoding weak signals in noisy backgrounds. Although discrimination abilities can improve with practice, these benefits rarely generalize to untrained stimulus dimensions. Inspired by recent findings that action video game training can impart a broader spectrum of benefits than traditional perceptual learning paradigms, we trained adult humans and mice in an immersive audio game that challenged them to forage for hidden auditory targets in a 2D soundscape. Both species learned to modulate their angular search vectors and target approach velocities based on real-time changes in the level of a weak tone embedded in broadband noise. In humans, mastery of this tone in noise task generalized to an improved ability to comprehend spoken sentences in speech babble noise. Neural plasticity in the auditory cortex of trained mice supported improved decoding of low-intensity sounds at the training frequency and an enhanced resistance to interference from background masking noise. These findings highlight the potential to improve the neural and perceptual salience of degraded sensory stimuli through immersive computerized games.

  16. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms.

    PubMed

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-E; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs' appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers' attention from different fields and many studies have validated MMORPGs' positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers' overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas.

  17. Name that tune: Mitigation of driver fatigue via a song naming game

    DOE PAGES

    Trumbo, Michael C.; Jones, Aaron P.; Robinson, Charles S. H.; ...

    2017-09-18

    Fatigued driving contributes to a substantial number of motor vehicle accidents each year. Music listening is often employed as a countermeasure during driving in order to mitigate the effects of fatigue. And though music listening has been established as a distractor in the sense that it increases cognitive load during driving, it is possible that increased cognitive load is desirable under particular circumstances. For instance, during situations that typically result in cognitive underload, such as driving in a low-traffic monotonous stretch of highway, it may be beneficial for cognitive load to increase, thereby necessitating allocation of greater cognitive resources tomore » the task of driving and attenuating fatigue. Here, we employed a song-naming game as a countermeasure to fatigued driving in a simulated monotonous environment. During the first driving session, we established that driving performance deteriorates in the absence of an intervention following 30 min of simulated driving. During the second session, we found that a song-naming game employed at the point of fatigue onset was an effective countermeasure, as reflected by simulated driving performance that met or exceeded fresh driving behavior and was significantly better relative to fatigued performance during the first driving session.« less

  18. Heterogeneous resource allocation can change social hierarchy in public goods games.

    PubMed

    Meloni, Sandro; Xia, Cheng-Yi; Moreno, Yamir

    2017-03-01

    Public goods games (PGGs) represent one of the most useful tools to study group interactions. However, even if they could provide an explanation for the emergence and stability of cooperation in modern societies, they are not able to reproduce some key features observed in social and economical interactions. The typical shape of wealth distribution-known as Pareto Law-and the microscopic organization of wealth production are two of them. Here, we introduce a modification to the classical formulation of PGGs that allows for the emergence of both of these features from first principles. Unlike traditional PGGs, where players contribute equally to all the games in which they participate, we allow individuals to redistribute their contribution according to what they earned in previous rounds. Results from numerical simulations show that not only a Pareto distribution for the pay-offs naturally emerges but also that if players do not invest enough in one round they can act as defectors even if they are formally cooperators. Our results not only give an explanation for wealth heterogeneity observed in real data but also point to a conceptual change on cooperation in collective dilemmas.

  19. Data mining for multiagent rules, strategies, and fuzzy decision tree structure

    NASA Astrophysics Data System (ADS)

    Smith, James F., III; Rhyne, Robert D., II; Fisher, Kristin

    2002-03-01

    A fuzzy logic based resource manager (RM) has been developed that automatically allocates electronic attack resources in real-time over many dissimilar platforms. Two different data mining algorithms have been developed to determine rules, strategies, and fuzzy decision tree structure. The first data mining algorithm uses a genetic algorithm as a data mining function and is called from an electronic game. The game allows a human expert to play against the resource manager in a simulated battlespace with each of the defending platforms being exclusively directed by the fuzzy resource manager and the attacking platforms being controlled by the human expert or operating autonomously under their own logic. This approach automates the data mining problem. The game automatically creates a database reflecting the domain expert's knowledge. It calls a data mining function, a genetic algorithm, for data mining of the database as required and allows easy evaluation of the information mined in the second step. The criterion for re- optimization is discussed as well as experimental results. Then a second data mining algorithm that uses a genetic program as a data mining function is introduced to automatically discover fuzzy decision tree structures. Finally, a fuzzy decision tree generated through this process is discussed.

  20. What do predators really want? The role of gerbil energetic state in determining prey choice by Barn Owls.

    PubMed

    Embar, Keren; Mukherjee, Shomen; Kotler, Burt P

    2014-02-01

    In predator-prey foraging games, predators should respond to variations in prey state. The value of energy for the prey changes depending on season. Prey in a low energetic state and/or in a reproductive state should invest more in foraging and tolerate higher predation risk. This should make the prey more catchable, and thereby, more preferable to predators. We ask, can predators respond to prey state? How does season and state affect the foraging game from the predator's perspective? By letting owls choose between gerbils whose states we experimentally manipulated, we could demonstrate predator sensitivity to prey state and predator selectivity that otherwise may be obscured by the foraging game. During spring, owls invested more time and attacks in the patch with well-fed gerbils. During summer, owls attacked both patches equally, yet allocated more time to the patch with hungry gerbils. Energetic state per se does not seem to be the basis of owl choice. The owls strongly responded to these subtle differences. In summer, gerbils managed their behavior primarily for survival, and the owls equalized capture opportunities by attacking both patches equally.

  1. Heterogeneous resource allocation can change social hierarchy in public goods games

    NASA Astrophysics Data System (ADS)

    Meloni, Sandro; Xia, Cheng-Yi; Moreno, Yamir

    2017-03-01

    Public goods games (PGGs) represent one of the most useful tools to study group interactions. However, even if they could provide an explanation for the emergence and stability of cooperation in modern societies, they are not able to reproduce some key features observed in social and economical interactions. The typical shape of wealth distribution-known as Pareto Law-and the microscopic organization of wealth production are two of them. Here, we introduce a modification to the classical formulation of PGGs that allows for the emergence of both of these features from first principles. Unlike traditional PGGs, where players contribute equally to all the games in which they participate, we allow individuals to redistribute their contribution according to what they earned in previous rounds. Results from numerical simulations show that not only a Pareto distribution for the pay-offs naturally emerges but also that if players do not invest enough in one round they can act as defectors even if they are formally cooperators. Our results not only give an explanation for wealth heterogeneity observed in real data but also point to a conceptual change on cooperation in collective dilemmas.

  2. Name that tune: Mitigation of driver fatigue via a song naming game

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Trumbo, Michael C.; Jones, Aaron P.; Robinson, Charles S. H.

    Fatigued driving contributes to a substantial number of motor vehicle accidents each year. Music listening is often employed as a countermeasure during driving in order to mitigate the effects of fatigue. And though music listening has been established as a distractor in the sense that it increases cognitive load during driving, it is possible that increased cognitive load is desirable under particular circumstances. For instance, during situations that typically result in cognitive underload, such as driving in a low-traffic monotonous stretch of highway, it may be beneficial for cognitive load to increase, thereby necessitating allocation of greater cognitive resources tomore » the task of driving and attenuating fatigue. Here, we employed a song-naming game as a countermeasure to fatigued driving in a simulated monotonous environment. During the first driving session, we established that driving performance deteriorates in the absence of an intervention following 30 min of simulated driving. During the second session, we found that a song-naming game employed at the point of fatigue onset was an effective countermeasure, as reflected by simulated driving performance that met or exceeded fresh driving behavior and was significantly better relative to fatigued performance during the first driving session.« less

  3. Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke.

    PubMed

    Rozental-Iluz, Clara; Zeilig, Gabi; Weingarden, Harold; Rand, Debbie

    2016-08-01

    Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference. Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. These findings highlight the potential of utilizing interactive video-games in a small group for keeping these individuals active, while maintaining and improving executive functioning especially for individuals with chronic stroke, who have completed their formal rehabilitation.

  4. Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students.

    PubMed

    Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander

    2013-01-01

    When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching method for self-instruction.

  5. Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students

    PubMed Central

    Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander

    2013-01-01

    Background When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. Objectives To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. Methods A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. Results The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Conclusions Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching method for self-instruction. PMID:24349257

  6. Educational games for mental health professionals.

    PubMed

    Bhoopathi, P S; Sheoran, R

    2006-04-19

    In traditional didactic teaching, the learner has a passive role, digesting the knowledge presented by the teacher. Stimulating and active teaching processes may be better at instilling information than more pedestrian approaches. Games involving repetition, reinforcement, association and use of multiple senses have been proposed as part of experiential learning. To assess the effects of educational games on the knowledge and clinical skill of mental health professionals compared to the effects of standard teaching approaches. We performed electronic searches of AMED (1998 - November 2005), British Nursing Index (November 2005), Cochrane Library (Issue 3, 2005), Cochrane Schizophrenia Group Trials Register (November 2005), CINAHL (November 2005) EMBASE (November 2005), Educational Resources Information Centre on CSA (1966 - November 2005), MEDLINE (November 2005), PsycINFO (November 2005). We also searched references of all selected articles and contacted authors of included trials for more information. Randomised controlled trials comparing any educational game aiming at increasing knowledge and/or skills with a standard educational approach for mental health professionals. We extracted data independently and analysed on an intention-to-treat basis. We analysed the individual person data using fixed effect Peto Odds Ratio (OR) calculated the 95% confidence intervals (CI). If appropriate, the number needed to treat (NNT) or number needed to harm (NNH) was estimated. For continuous data, we calculated weighted mean differences. We identified one trial (n=34) of an educational game for mental health nursing students of only a few hours follow up. For an outcome we arbitrarily defined ('no academically important improvement [a 10% improvement in scores]') those allocated to educational games fared considerably better than students in the standard education techniques group (OR 0.06 CI 0.01 to 0.27, NNT 3 CI 2 to 4). On average those in the games group scored six more points than the control students on a test of questions relevant to psychosis set to the standard of the mental health nursing curriculum of the day (WMD 6 CI 2.63 to 9.37). Current limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. This salient study should be refined and repeated.

  7. Efficacy of Mobile Serious Games in Increasing HIV Risk Perception in Swaziland: A Randomized Control Trial (SGprev Trial) Research Protocol.

    PubMed

    Lukhele, Bhekumusa Wellington; Musumari, Patou; El-Saaidi, Christina; Techasrivichien, Teeranee; Suguimoto, S Pilar; Ono Kihara, Masako; Kihara, Masahiro

    2016-11-22

    The human immunodeficiency virus (HIV) and acquired immune deficiency syndrome (AIDS) continue to be a major public health problem in Sub-Saharan Africa (SSA), particularly in Swaziland, which has the highest HIV prevalence in this region. A wide range of strategies and interventions have been used to promote behavior change, though almost all such interventions have involved mass media. Therefore, innovative behavior change strategies beyond mass media communication are urgently needed. Serious games have demonstrated effectiveness in advancing health in the developed world; however, no rigorous serious games interventions have been implemented in HIV prevention in SSA. We plan to test whether a serious game intervention delivered on mobile phones to increase HIV risk perception, increase intention to reduce sexual partnerships, and increase intention to know own and partners HIV status will be more effective compared with current prevention efforts. This is a two-arm randomized intervention trial. We will recruit 380 participants who meet the following eligibility criteria: 18-29 years of age, own a smartphone running an Android-based operating system, have the WhatsApp messaging app, live in Swaziland, and can adequately grant informed consent. Participants will be allocated into a smartphone interactive, educational story game, and a wait-list control group in a 1:1 allocation ratio. Subsequently, a self-administered Web-based questionnaire will be issued at baseline and after 4 weeks of exposure to the game. We hypothesize that the change in HIV risk perception between pre- and post-intervention assessment is greater in the intervention group compared with the change in the control group. Our primary hypothesis is based on the assumption that increased perceived risk of HIV provides cues to engage in protective behavior. Our primary outcome measure is HIV risk perceived mean change between pre- and post-intervention compared with the mean change in the wait-list control group at 4-weeks post-intervention. We will use standardized regression coefficients to calculate the effect of the intervention on our primary outcome with P values. We will conduct both intention to treat and as treated analysis. This study is funded by Hayao Nakayama Foundation for Science & Technology and Culture; Grant number H26-A2-41. The research and development approval has been obtained from Kyoto University Graduate School and Faculty of Medicine Ethics Committee, Japan, and Swaziland's Ministry of Health Ethics and Scientific committee. Results are expected in February 2017. This study will provide evidence on the efficiency of a mobile phone interactive game in increasing HIV risk perception in Swaziland. Our findings may also be generalizable to similar settings in SSA. University Hospital Medical Information Network Clinical Trial Registry ID number (UMIN-CTR):UMIN000021781; URL:https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000025103 (Archived by WebCite at http://www.webcitation.org/6hOphB11a). ©Bhekumusa Wellington Lukhele, Patou Musumari, Christina El-Saaidi, Teeranee Techasrivichien, S. Pilar Suguimoto, Masako Ono Kihara, Masahiro Kihara. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 22.11.2016.

  8. Efficacy of Mobile Serious Games in Increasing HIV Risk Perception in Swaziland: A Randomized Control Trial (SGprev Trial) Research Protocol

    PubMed Central

    Musumari, Patou; El-Saaidi, Christina; Techasrivichien, Teeranee; Suguimoto, S. Pilar; Ono Kihara, Masako; Kihara, Masahiro

    2016-01-01

    Background The human immunodeficiency virus (HIV) and acquired immune deficiency syndrome (AIDS) continue to be a major public health problem in Sub-Saharan Africa (SSA), particularly in Swaziland, which has the highest HIV prevalence in this region. A wide range of strategies and interventions have been used to promote behavior change, though almost all such interventions have involved mass media. Therefore, innovative behavior change strategies beyond mass media communication are urgently needed. Serious games have demonstrated effectiveness in advancing health in the developed world; however, no rigorous serious games interventions have been implemented in HIV prevention in SSA. Objective We plan to test whether a serious game intervention delivered on mobile phones to increase HIV risk perception, increase intention to reduce sexual partnerships, and increase intention to know own and partners HIV status will be more effective compared with current prevention efforts. Methods This is a two-arm randomized intervention trial. We will recruit 380 participants who meet the following eligibility criteria: 18-29 years of age, own a smartphone running an Android-based operating system, have the WhatsApp messaging app, live in Swaziland, and can adequately grant informed consent. Participants will be allocated into a smartphone interactive, educational story game, and a wait-list control group in a 1:1 allocation ratio. Subsequently, a self-administered Web-based questionnaire will be issued at baseline and after 4 weeks of exposure to the game. We hypothesize that the change in HIV risk perception between pre- and post-intervention assessment is greater in the intervention group compared with the change in the control group. Our primary hypothesis is based on the assumption that increased perceived risk of HIV provides cues to engage in protective behavior. Our primary outcome measure is HIV risk perceived mean change between pre- and post-intervention compared with the mean change in the wait-list control group at 4-weeks post-intervention. We will use standardized regression coefficients to calculate the effect of the intervention on our primary outcome with P values. We will conduct both intention to treat and as treated analysis. Results This study is funded by Hayao Nakayama Foundation for Science & Technology and Culture; Grant number H26-A2-41. The research and development approval has been obtained from Kyoto University Graduate School and Faculty of Medicine Ethics Committee, Japan, and Swaziland’s Ministry of Health Ethics and Scientific committee. Results are expected in February 2017. Conclusions This study will provide evidence on the efficiency of a mobile phone interactive game in increasing HIV risk perception in Swaziland. Our findings may also be generalizable to similar settings in SSA. Trial Registration University Hospital Medical Information Network Clinical Trial Registry ID number (UMIN-CTR):UMIN000021781; URL:https://upload.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000025103 (Archived by WebCite at http://www.webcitation.org/6hOphB11a). PMID:27876685

  9. Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis.

    PubMed

    Lau, Ho Ming; Smit, Johannes H; Fleming, Theresa M; Riper, Heleen

    2016-01-01

    The development and use of serious games for mental health disorders are on the rise. Yet, little is known about the impact of these games on clinical mental health symptoms. We conducted a systematic review and meta-analysis of randomized controlled trials that evaluated the effectiveness of serious games on symptoms of mental disorder. We conducted a systematic search in the PubMed, PsycINFO, and Embase databases, using mental health and serious games-related keywords. Ten studies met the inclusion criteria and were included in the review, and nine studies were included in the meta-analysis. All of the serious games were provided via personal computer, mostly on CD-ROM without the need for an internet connection. The studies targeted age groups ranging from 7 to 80 years old. The serious games focused on symptoms of depression ( n  = 2), post-traumatic stress disorder ( n  = 2), autism spectrum disorder ( n  = 2), attention deficit hyperactivity disorder ( n  = 1), cognitive functioning ( n  = 2), and alcohol use disorder ( n  = 1). The studies used goal-oriented ( n  = 4) and cognitive training games ( n  = 6). A total of 674 participants were included in the meta-analysis (380 in experimental and 294 in control groups). A meta-analysis of 9 studies comprising 10 comparisons, using a random effects model, showed a moderate effect on improvement of symptoms [ g  = 0.55 (95% confidence interval 0.28-0.83); P  < 0.001], favoring serious games over no intervention controls. Though the number of comparisons in the meta-analysis was small, these findings suggest that serious gaming interventions may be effective for reducing disorder-related symptoms. More studies are needed in order to attain deeper knowledge of the efficacy for specific mental disorders and the longer term effects of this new type of treatment for mental disorders.

  10. Television and Competition.

    ERIC Educational Resources Information Center

    Noll, Roger G.

    The television industry is characterized by numerous imperfections in market competition. The spectrum allocation policy of the Federal Communications Commission (FCC) assures that there will be only three national television networks; consequently in nearly all markets these stations account for 75% to 100% of revenues. These networks in turn…

  11. GPS Spectrum Management (Briefing Charts)

    DTIC Science & Technology

    2015-04-29

    15) agenda item (AI) 1.1 draft conference preparatory meeting ( CPM ); proactively keeping possible mobile broadband allocations away from GPS in-band...UNCLASSIFIED/APPROVED FOR PUBLIC RELEASE ITU Watch Items SPACE AND MISSILE SYSTEMS CENTER • WRC-15 AI 1.1 -mobile broadband; finalization of CPM in Mar

  12. Outcomes of the 2015 World Radiocommunication Conference for Aeronautical Spectrum and Applications

    NASA Technical Reports Server (NTRS)

    Kerczewski, Robert J.; Jonasson, Loftur

    2016-01-01

    At the conclusion of a nearly four year study cycle following the closing of the 2012 World Radiocommunication Conference (WRC-12), the 2015 WRC in November of 2015 considered a number of agenda items and issues relevant to systems and spectrum allocations supporting communications, navigation and surveillance for the operation of civil aviation. Among a number of WRC-15 agenda items and issues, the key agenda items affecting civil aviation included: unmanned aircraft systems use of the Fixed Satellite Service for command and control communications; global flight tracking; new allocations to International Mobile Telecommunications (IMT); and protection of the Fixed Satellite Service to support safe operation of aircraft. A number of other agenda items affecting or potentially affecting civil aviation were also addressed by WRC-15. In this paper we describe the outcomes of WRC-15 for these civil aeronautical-relevant issues. We then outline the civil aviation-related agenda items and issues that will be considered at the upcoming 2019 WRC.

  13. Autism research funding allocation: can economics tell us if we have got it right?

    PubMed

    Zwicker, Jennifer D; Emery, J C Herbert

    2014-12-01

    There is a concern that the allocation of autism spectrum disorder (ASD) research funding may be misallocating resources, overemphasizing basic science at the expense of translational and clinical research. Anthony Bailey has proposed that an economic evaluation of autism research funding allocations could be beneficial for funding agencies by identifying under- or overfunded areas of research. In response to Bailey, we illustrate why economics cannot provide an objective, technical solution for identifying the "best" allocation of research resources. Economic evaluation has its greatest power as a late-stage research tool for interventions with identified objectives, outcomes, and data. This is not the case for evaluating whether research areas are over- or underfunded. Without an understanding of how research funding influences the likelihood and value of a discovery, or without a statement of the societal objectives for ASD research and level of risk aversion, economic analysis cannot provide a useful normative evaluation of ASD research. © 2014 International Society for Autism Research, Wiley Periodicals, Inc.

  14. Modeling arson - An exercise in qualitative model building

    NASA Technical Reports Server (NTRS)

    Heineke, J. M.

    1975-01-01

    A detailed example is given of the role of von Neumann and Morgenstern's 1944 'expected utility theorem' (in the theory of games and economic behavior) in qualitative model building. Specifically, an arsonist's decision as to the amount of time to allocate to arson and related activities is modeled, and the responsiveness of this time allocation to changes in various policy parameters is examined. Both the activity modeled and the method of presentation are intended to provide an introduction to the scope and power of the expected utility theorem in modeling situations of 'choice under uncertainty'. The robustness of such a model is shown to vary inversely with the number of preference restrictions used in the analysis. The fewer the restrictions, the wider is the class of agents to which the model is applicable, and accordingly more confidence is put in the derived results. A methodological discussion on modeling human behavior is included.

  15. A prosocial online game for social cognition training in adolescents with high-functioning autism: an fMRI study.

    PubMed

    Chung, Un-Sun; Han, Doug Hyun; Shin, Yee Jin; Renshaw, Perry F

    2016-01-01

    To help patients with autism spectrum disorder (ASD) improve their social skills, effective interventions and new treatment modalities are necessary. We hypothesized that a prosocial online game would improve social cognition in ASD adolescents, as assessed using metrics of social communication, facial recognition, and emotional words. Ten ASD adolescents underwent cognitive behavior therapy (CBT) using a prosocial online game (game-CBT), and ten ASD adolescents participated in an offline-CBT. At baseline and 6 weeks later, social communication quality, correct identification of emotional words and facial emoticons, and brain activity were assessed in both groups. Social communication quality and correct response rate of emotional words and facial emoticons improved in both groups over the course of the intervention, and there were no significant differences between groups. In response to the emotional words, the brain activity within the temporal and parietal cortices increased in the game-CBT group, while the brain activity within cingulate and parietal cortices increased in the offline-CBT group. In addition, ASD adolescents in the game-CBT group showed increased brain activity within the right cingulate gyrus, left medial frontal gyrus, left cerebellum, left fusiform gyrus, left insular cortex, and sublobar area in response to facial emoticons. A prosocial online game designed for CBT was as effective as offline-CBT in ASD adolescents. Participation in the game especially increased social arousal and aided ASD adolescents in recognizing emotion. The therapy also helped participants more accurately consider associated environments in response to facial emotional stimulation. However, the online CBT was less effective than the offline-CBT at evoking emotions in response to emotional words.

  16. A prosocial online game for social cognition training in adolescents with high-functioning autism: an fMRI study

    PubMed Central

    Chung, Un-sun; Han, Doug Hyun; Shin, Yee Jin; Renshaw, Perry F

    2016-01-01

    To help patients with autism spectrum disorder (ASD) improve their social skills, effective interventions and new treatment modalities are necessary. We hypothesized that a prosocial online game would improve social cognition in ASD adolescents, as assessed using metrics of social communication, facial recognition, and emotional words. Ten ASD adolescents underwent cognitive behavior therapy (CBT) using a prosocial online game (game-CBT), and ten ASD adolescents participated in an offline-CBT. At baseline and 6 weeks later, social communication quality, correct identification of emotional words and facial emoticons, and brain activity were assessed in both groups. Social communication quality and correct response rate of emotional words and facial emoticons improved in both groups over the course of the intervention, and there were no significant differences between groups. In response to the emotional words, the brain activity within the temporal and parietal cortices increased in the game-CBT group, while the brain activity within cingulate and parietal cortices increased in the offline-CBT group. In addition, ASD adolescents in the game-CBT group showed increased brain activity within the right cingulate gyrus, left medial frontal gyrus, left cerebellum, left fusiform gyrus, left insular cortex, and sublobar area in response to facial emoticons. A prosocial online game designed for CBT was as effective as offline-CBT in ASD adolescents. Participation in the game especially increased social arousal and aided ASD adolescents in recognizing emotion. The therapy also helped participants more accurately consider associated environments in response to facial emotional stimulation. However, the online CBT was less effective than the offline-CBT at evoking emotions in response to emotional words. PMID:27051288

  17. Games that "work": using computer games to teach alcohol-affected children about fire and street safety.

    PubMed

    Coles, Claire D; Strickland, Dorothy C; Padgett, Lynne; Bellmoff, Lynnae

    2007-01-01

    Unintentional injuries are a leading cause of death and disability for children. Those with developmental disabilities, including children affected by prenatal alcohol exposure, are at highest risk for injuries. Although teaching safety skills is recommended to prevent injury, cognitive limitations and behavioral problems characteristic of children with fetal alcohol spectrum disorder make teaching these skills challenging for parents and teachers. In the current study, 32 children, ages 4-10, diagnosed with fetal alcohol syndrome (FAS) and partial FAS, learned fire and street safety through computer games that employed "virtual worlds" to teach recommended safety skills. Children were pretested on verbal knowledge of four safety elements for both fire and street safety conditions and then randomly assigned to one condition. After playing the game until mastery, children were retested verbally and asked to "generalize" their newly acquired skills in a behavioral context. They were retested after 1 week follow-up. Children showed significantly better knowledge of the game to which they were exposed, immediately and at follow-up, and the majority (72%) was able to generalize all four steps within a behavioral setting. Results suggested that this is a highly effective method for teaching safety skills to high-risk children who have learning difficulties.

  18. GOLIAH: A Gaming Platform for Home-Based Intervention in Autism – Principles and Design

    PubMed Central

    Bono, Valentina; Narzisi, Antonio; Jouen, Anne-Lise; Tilmont, Elodie; Hommel, Stephane; Jamal, Wasifa; Xavier, Jean; Billeci, Lucia; Maharatna, Koushik; Wald, Mike; Chetouani, Mohamed; Cohen, David; Muratori, Filippo

    2016-01-01

    Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games – seven Imitations and four JA – were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child’s initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child’s progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child’s progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child’s concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents–child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial. PMID:27199777

  19. GOLIAH: A Gaming Platform for Home-Based Intervention in Autism - Principles and Design.

    PubMed

    Bono, Valentina; Narzisi, Antonio; Jouen, Anne-Lise; Tilmont, Elodie; Hommel, Stephane; Jamal, Wasifa; Xavier, Jean; Billeci, Lucia; Maharatna, Koushik; Wald, Mike; Chetouani, Mohamed; Cohen, David; Muratori, Filippo

    2016-01-01

    Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.

  20. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study

    PubMed Central

    Mishina, Kaisa; Kaakinen, Johanna K; Holm, Suvi K; Vahlo, Jukka; Kirjonen, Markus; Pekurinen, Virve; Tenovuo, Olli; Korkeila, Jyrki; Hämäläinen, Heikki; Sarajuuri, Jaana; Rantanen, Pekka; Orenius, Tage; Koponen, Aki

    2018-01-01

    Background Traumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation. Objective The aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI. Methods A total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic. The participants were randomly allocated to one of the three groups: a rehabilitation gaming group (n=29, intervention), an entertainment gaming group (n=29, active control), or a passive control group (n=32). The gaming groups were instructed to engage in gaming for a minimum of 30 min per day for 8 weeks. Primary and secondary outcomes were measured at three time points: before the intervention, after the intervention, and 3 months following the intervention. The primary outcome was cognitive status measured by processing speed and visuomotor tasks (The Trail Making Test; Wechsler Adult Intelligence Scale-Fourth Edition, WAIS-IV, symbol search, coding, and cancellation tasks). Secondary outcomes were attention and executive functions (Simon task), working memory (WAIS-IV digit span and Paced Auditory Serial Addition Test, PASAT), depression (Patient Health Questionnaire-9), self-efficacy (General Self-efficacy Scale), and executive functions (Behavior Rating Inventory of Executive Function-Adult Version). Feasibility information was assessed (acceptability, measurement instruments filled, dropouts, adherence, usability, satisfaction, and possible future use). Cognitive measurements were conducted in face-to-face interviews by trained psychologists, and questionnaires were self-administered. Results The effects of rehabilitation gaming did not significantly differ from the effects of entertainment gaming or being in a passive control group. For primary outcomes and PASAT tests, the participants in all three groups showed overall improvement in test scores across the three measurement points. However, depression scores increased significantly between baseline and after 8 weeks and between baseline and after 3 months in the rehabilitative gaming group. No differences were found in patients’ self-efficacy between the three measuring points in any of the groups. Participants did use the games (rehabilitation group: 93%, 27/29; entertainment group 100%, 29/29). Games were seen as a usable intervention (rehabilitation group: 70%, 14/29; entertainment group: 83%, 20/29). The rehabilitation group was less satisfied with the gaming intervention (68%, 13/29 vs 83%, 20/29), but they were more willing to use the game after the intervention period (76%, 16/29 vs 63%, 15/29). Total time spent on gaming during the intervention period was low (15.22 hour rehabilitation gaming group, 19.22 hour entertainment gaming group). Conclusions We did not find differences between the groups in improvement in the outcome measures. The improvements in test performance by all three groups may reflect rehearsal effects. Entertainment gaming had elements that could be considered when rehabilitative games are designed for, implemented in, and assessed in larger clinical trials for persons with TBI. Trial Registration ClinicalTrials.gov NCT02425527; https://clinicaltrials.gov/ct2/show/NCT02425527 (Archived by WebCite at http://www.webcitation.org/6esKI1uDH) PMID:29555622

  1. Influential third party on water right conflict: A Game Theory approach to achieve the desired equilibrium (case study: Ilam dam, Iran).

    PubMed

    Zanjanian, Hossein; Abdolabadi, Hamid; Niksokhan, Mohammad Hossein; Sarang, Amin

    2018-05-15

    Allocating water to organizational stakeholders poses a vital challenge to water managers. Organizations which benefit from water as the primary factor input attempt to achieve their objectives using cost-effective and quick-return strategies, such as increasing the water rights. In such circumstances, lack of water probably results in the conflict. Recognizing the management approaches, organizational priorities, and the stakeholders' influence power can play a dominant role in analyzing the future of such conflicts. In this paper, we analyzed the conflict of water allocation in Ilam dam among organizational stakeholders. We defined the strategies based on the background of the game and organizational objectives. The influence power of stakeholders and the numerical weights of strategies were quantified based on the expert judgment method. The relative priorities of strategies were then calculated for each state of the conflict. We used the GMCR + model to study the actions of stakeholders. Results suggest that the Jihad Agriculture Organization and the Water and Wastewater Company withdraw more water; hence, there exists no water to meet the environmental water right. In this case, the participation of the third party, such as the Governorship and the Justice can change the future of the conflict, and result in moving to the optimal state. However, results from Inverse GMCR analysis demonstrate that Justice is the most influential third party that can move the conflict towards a desired equilibrium (optimal case). Copyright © 2018 Elsevier Ltd. All rights reserved.

  2. Relational Diversity Promotes Cooperation in Prisoner’s Dilemma Games

    PubMed Central

    Xu, Bo; Wang, Jianwei; Deng, Ruipu; Li, Miao

    2014-01-01

    Relational diversity can be characterized by heterogeneous distributions of tie strengths in social networks and this diversity is present not only among humans, but throughout the animal world. We account for this observation by analyzing two network datasets from Facebook. We measure the strength of a tie by calculating the extent of overlap of friends between the two individuals. Based on the previous findings in human experiments, we argue that it is very unlikely that players will allocate their investments equally to their neighbors. There is a tendency that players prefer to donate more to their intimate friends. We find that if players preferentially allocate their investments to their good friends, cooperation will be promoted in PDG. We proved that the facilitation of the cooperative strategy relies mostly on the cooperative allies between best friends, resulting in the formation of cooperative clusters which are able to prevail against the defectors even when there is a large cost to cooperate. Moreover, we discover that the effect of relational diversity cannot be analyzed by adopting classical complex networks models, because neither of the artificial networks is able to produce networks with diverse distributions of tie strengths. It is of vital importance to introduce real social networks to study the influence of diverse relations especially when it comes to humans. This research proposes a brand new perspective to understand the influence of social relations on the emergence of cooperation in evolutionary prisoner’s dilemma games. PMID:25474354

  3. Relational diversity promotes cooperation in prisoner's dilemma games.

    PubMed

    Xu, Bo; Wang, Jianwei; Deng, Ruipu; Li, Miao

    2014-01-01

    Relational diversity can be characterized by heterogeneous distributions of tie strengths in social networks and this diversity is present not only among humans, but throughout the animal world. We account for this observation by analyzing two network datasets from Facebook. We measure the strength of a tie by calculating the extent of overlap of friends between the two individuals. Based on the previous findings in human experiments, we argue that it is very unlikely that players will allocate their investments equally to their neighbors. There is a tendency that players prefer to donate more to their intimate friends. We find that if players preferentially allocate their investments to their good friends, cooperation will be promoted in PDG. We proved that the facilitation of the cooperative strategy relies mostly on the cooperative allies between best friends, resulting in the formation of cooperative clusters which are able to prevail against the defectors even when there is a large cost to cooperate. Moreover, we discover that the effect of relational diversity cannot be analyzed by adopting classical complex networks models, because neither of the artificial networks is able to produce networks with diverse distributions of tie strengths. It is of vital importance to introduce real social networks to study the influence of diverse relations especially when it comes to humans. This research proposes a brand new perspective to understand the influence of social relations on the emergence of cooperation in evolutionary prisoner's dilemma games.

  4. Brain-computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum.

    PubMed

    Friedrich, Elisabeth V C; Suttie, Neil; Sivanathan, Aparajithan; Lim, Theodore; Louchart, Sandy; Pineda, Jaime A

    2014-01-01

    Individuals with autism spectrum disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate and its variability, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body, and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced.

  5. Climate Games in the Classroom - Engaging Problem-Solving

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Schlosser, P.; Lee, J.; Steiner, R. V.; Sparrow, E. B.; Carr, M.

    2012-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership, funded under the National Science Foundation's Climate Change Education Partnership Phase II (CCEP) program is using fascination with the changing polar regions and novel educational approaches to engage adult learners and inform public understanding and response to climate change. In Phase I we developed a suite of resources that range from low-tech games to social networking, to be used in venues from classrooms to the internet, and targeting audiences from the general public to Alaskan community leaders. This presentation synthesizes experience integrating game-like approaches in formal educational environments with the goal of inspiring change in educational practices and policies. Adults, be they community leaders, the general public, pre- and in-service teachers, or college students, are today's decision-makers. Informed decisions are more likely if individuals are aware of the scientific evidence of climate change and potential economic and social consequences. Learning research and our PoLAR Phase I demonstration projects show that games and game-like approaches motivate exploration and learning of complex material. Evaluation indicates that such approaches are effective in deepening adult learner awareness and understanding of climate change and informing responses to climate change impacts through engaged problem-solving. For example, an undergraduate student playing a climate change card game commented "I certainly felt an adrenaline rush as I kept the possibility of a major disaster impacting my web at the forefront of my mind to strategize the best possible food web combination." Two others playing a board game noted "I think that interactive activities like the one done in class really help students to learn because it tests our ability to analyze and interpret previous readings and discussions in a different context. Anyone can read a paper and summarize, but it takes genuine understanding to engage in an activity like this." "I am hopeful … that with our generation having more discussions like the ones we had in class, we will be better-equipped in the coming years to effectively work out solutions that can benefit all stakeholders." Our experience and analysis of the literature indicates that games can transform the classroom experience - both by engaging a more diverse student population and by building capacity in novel ways. Incorporating students in customizing games/activities, allocating time for post game debriefing/reflection, then re-running the game, and using concept maps to assess learning gains are a few of the best practices that will be discussed that help make the experience successful for both the teacher and the student.

  6. Efficient Allocation of Resources for Defense of Spatially Distributed Networks Using Agent-Based Simulation.

    PubMed

    Kroshl, William M; Sarkani, Shahram; Mazzuchi, Thomas A

    2015-09-01

    This article presents ongoing research that focuses on efficient allocation of defense resources to minimize the damage inflicted on a spatially distributed physical network such as a pipeline, water system, or power distribution system from an attack by an active adversary, recognizing the fundamental difference between preparing for natural disasters such as hurricanes, earthquakes, or even accidental systems failures and the problem of allocating resources to defend against an opponent who is aware of, and anticipating, the defender's efforts to mitigate the threat. Our approach is to utilize a combination of integer programming and agent-based modeling to allocate the defensive resources. We conceptualize the problem as a Stackelberg "leader follower" game where the defender first places his assets to defend key areas of the network, and the attacker then seeks to inflict the maximum damage possible within the constraints of resources and network structure. The criticality of arcs in the network is estimated by a deterministic network interdiction formulation, which then informs an evolutionary agent-based simulation. The evolutionary agent-based simulation is used to determine the allocation of resources for attackers and defenders that results in evolutionary stable strategies, where actions by either side alone cannot increase its share of victories. We demonstrate these techniques on an example network, comparing the evolutionary agent-based results to a more traditional, probabilistic risk analysis (PRA) approach. Our results show that the agent-based approach results in a greater percentage of defender victories than does the PRA-based approach. © 2015 Society for Risk Analysis.

  7. Bedtime Electronic Media Use and Sleep in Children with Autism Spectrum Disorder.

    PubMed

    Mazurek, Micah O; Engelhardt, Christopher R; Hilgard, Joseph; Sohl, Kristin

    2016-09-01

    The purpose of this study was to better understand the use of screen-based media at bedtime among children with autism spectrum disorder (ASD). The study specifically examined whether the presence of media devices in the child's bedroom, the use of media as part of the bedtime routine, and exposure to media with violent content just before bedtime were associated with sleep difficulties. Parents of 101 children with ASD completed questionnaires assessing their children's sleep habits, bedroom media access (including television, video game devices, and computers), and patterns of nighttime media use (including timing of media exposure and violent media content). Children with ASD who used media as part of the bedtime routine showed significantly greater sleep onset latency than those who did not (39.8 vs 16.0 minutes). Similarly, children who were exposed to media with violent content within the 30-minute period before bedtime experienced significantly greater sleep onset delays and shorter overall sleep duration. In contrast, the mere presence of bedroom media was not associated with either sleep onset latency or sleep duration. Overall, these findings indicate that incorporating television and video games into the bedtime routine is associated with sleep onset difficulties among children with ASD. Exposure to violent media before bed is also associated with poor sleep. Families of children with ASD should be encouraged to regulate and monitor the timing and content of television and video game use, whether or not such devices are physically present in the child's bedroom.

  8. 47 CFR 0.31 - Functions of the Office.

    Code of Federal Regulations, 2010 CFR

    2010-10-01

    ... communications, and special projects to obtain theoretical and experimental data on new or improved techniques... work of the Commission. (f) To advise and represent the Commission on frequency allocation and spectrum... Planning and Policy Analysis, advice to the Commission, participate in and coordinate staff work with...

  9. Controlling satellite communication system unwanted emissions in congested RF spectrum

    NASA Astrophysics Data System (ADS)

    Olsen, Donald; Heymann, Roger

    2007-09-01

    The International Telecommunication Union (ITU), a United Nations (UN) agency, is the agency that, under an international treaty, sets radio spectrum usage regulations among member nations. Within the United States of America (USA), the organization that sets regulations, coordinates an application for use, and provides authorization for federal government/agency use of the radio frequency (RF) spectrum is the National Telecommunications and Information Administration (NTIA). In this regard, the NTIA defines which RF spectrum is available for federal government use in the USA, and how it is to be used. The NTIA is a component of the United States (U.S.) Department of Commerce of the federal government. The significance of ITU regulations is that ITU approval is required for U.S. federal government/agency permission to use the RF spectrum outside of U.S. boundaries. All member nations have signed a treaty to do so. U.S. federal regulations for federal use of the RF spectrum are found in the Manual of Regulations and Procedures for Federal Radio Frequency Management, and extracts of the manual are found in what is known as the Table of Frequency Allocations. Nonfederal government and private sector use of the RF spectrum within the U.S. is regulated by the Federal Communications Commission (FCC). There is a need to control "unwanted emissions" (defined to include out-of-band emissions, which are those immediately adjacent to the necessary and allocated bandwidth, plus spurious emissions) to preclude interference to all other authorized users. This paper discusses the causes, effects, and mitigation of unwanted RF emissions to systems in adjacent spectra. Digital modulations are widely used in today's satellite communications. Commercial communications sector standards are covered for the most part worldwide by Digital Video Broadcast - Satellite (DVB-S) and digital satellite news gathering (DSNG) evolutions and the second generation of DVB-S (DVB-S2) standard, developed by the European Telecommunications Standards Institute (ETSI). In the USA, the Advanced Television Systems Committee (ATSC) has adopted Europe's DVB-S and DVB-S2 standards for satellite digital transmission. With today's digital modulations, RF spectral side lobes can extend out many times the modulating frequency on either side of the carrier at excessive power levels unless filtered. Higher-order digital modulations include quadrature phase shift keying (QPSK), 8 PSK (8-ary phase shift keying), 16 APSK (also called 12-4 APSK (amplitude phase shift keying)), and 16 QAM (quadrature amplitude modulation); they are key for higher spectrum efficiency to enable higher data rate transmissions in limited available bandwidths. Nonlinear high-power amplifiers (HPAs) can regenerate frequency spectral side lobes on input-filtered digital modulations. The paper discusses technologies and techniques for controlling these spectral side lobes, such as the use of square root raised cosine (SRRC) filtering before or during the modulation process, HPA output power back-off (OPBO), and RF filters after the HPA. Spectral mask specifications are a common method of the NTIA and ITU to define spectral occupancy power limits. They are intended to reduce interference among RF spectrum users by limiting excessive radiation at frequencies beyond the regulatory allocated bandwidth.The focus here is on the communication systems of U.S. government satellites used for space research, space operations, Earth exploration satellite services (EESS), meteorological satellite services (METSATS), and other government services. The 8025 to 8400 megahertz (MHz) X band can be used to illustrate the "unwanted emissions" issue. 8025 to 8400 MHz abuts the 8400 to 8450 MHz band allocated by the NTIA and ITU to space research for space-to-Earth transmissions such as receiving very weak Deep Space Network signals. The views and ideas expressed in this paper are those of the authors and do not necessarily reflect those of The Aerospace Corporation or The National Oceanic and Atmospheric Administration (NOAA) and its National Environmental Satellite Service (NESDIS).

  10. Game-Based Virtual Reality Canoe Paddling Training to Improve Postural Balance and Upper Extremity Function: A Preliminary Randomized Controlled Study of 30 Patients with Subacute Stroke

    PubMed Central

    Lee, Myung Mo; Lee, Kyeong Jin

    2018-01-01

    Background Virtual reality (VR) training with motion-controlled console games can be incorporated into stroke rehabilitation programs. The use of a variety of gaming software can provide the patient with an opportunity to perform activities that are exciting, entertaining, and that may not be feasible in clinical environments. The aim of this preliminary randomized controlled study was to investigate the effects of game-based VR canoe paddling training, when combined with conventional physical rehabilitation programs, on postural balance and upper extremity function in 30 patients with subacute stroke. Material/Methods Thirty patients, who were within six months following the diagnosis of stroke, were randomly allocated to either the experimental group (n=15) or the control group (n=15). All participants participated in a conventional rehabilitation program. Also, the experimental group (n=15) performed the VR canoe paddling training for 30 minutes each day, three times per week, for five weeks. After five weeks, outcomes of changes in postural balance and upper extremity function were evaluated and compared between the two groups. Results At five weeks, postural balance and upper extremity function showed significant improvements in both patients groups when compared with the baseline measurements (p<0.05). However, postural balance and upper extremity function were significantly improved in the experimental group when compared with the control group (p<0.05). Conclusions Game-based VR canoe paddling training is an effective rehabilitation therapy that enhances postural balance and upper extremity function in patients with subacute stroke when combined with conventional physical rehabilitation programs. PMID:29702630

  11. Optimal Power Allocation for Downstream xDSL With Per-Modem Total Power Constraints: Broadcast Channel Optimal Spectrum Balancing (BC-OSB)

    NASA Astrophysics Data System (ADS)

    Le Nir, Vincent; Moonen, Marc; Verlinden, Jan; Guenach, Mamoun

    2009-02-01

    Recently, the duality between Multiple Input Multiple Output (MIMO) Multiple Access Channels (MAC) and MIMO Broadcast Channels (BC) has been established under a total power constraint. The same set of rates for MAC can be achieved in BC exploiting the MAC-BC duality formulas while preserving the total power constraint. In this paper, we describe the BC optimal power allo- cation applying this duality in a downstream x-Digital Subscriber Lines (xDSL) context under a total power constraint for all modems over all tones. Then, a new algorithm called BC-Optimal Spectrum Balancing (BC-OSB) is devised for a more realistic power allocation under per-modem total power constraints. The capacity region of the primal BC problem under per-modem total power constraints is found by the dual optimization problem for the BC under per-modem total power constraints which can be rewritten as a dual optimization problem in the MAC by means of a precoder matrix based on the Lagrange multipliers. We show that the duality gap between the two problems is zero. The multi-user power allocation problem has been solved for interference channels and MAC using the OSB algorithm. In this paper we solve the problem of multi-user power allocation for the BC case using the OSB algorithm as well and we derive a computational efficient algorithm that will be referred to as BC-OSB. Simulation results are provided for two VDSL2 scenarios: the first one with Differential-Mode (DM) transmission only and the second one with both DM and Phantom- Mode (PM) transmissions.

  12. An inferential and descriptive statistical examination of the relationship between cumulative work metrics and injury in Major League Baseball pitchers.

    PubMed

    Karakolis, Thomas; Bhan, Shivam; Crotin, Ryan L

    2013-08-01

    In Major League Baseball (MLB), games pitched, total innings pitched, total pitches thrown, innings pitched per game, and pitches thrown per game are used to measure cumulative work. Often, pitchers are allocated limits, based on pitches thrown per game and total innings pitched in a season, in an attempt to prevent future injuries. To date, the efficacy in predicting injuries from these cumulative work metrics remains in question. It was hypothesized that the cumulative work metrics would be a significant predictor for future injury in MLB pitchers. Correlations between cumulative work for pitchers during 2002-07 and injury days in the following seasons were examined using regression analyses to test this hypothesis. Each metric was then "binned" into smaller cohorts to examine trends in the associated risk of injury for each cohort. During the study time period, 27% of pitchers were injured after a season in which they pitched. Although some interesting trends were noticed during the binning process, based on the regression analyses, it was found that no cumulative work metric was a significant predictor for future injury. It was concluded that management of a pitcher's playing schedule based on these cumulative work metrics alone could not be an effective means of preventing injury. These findings indicate that an integrated approach to injury prevention is required. This approach will likely involve advanced cumulative work metrics and biomechanical assessment.

  13. Security under Uncertainty: Adaptive Attackers Are More Challenging to Human Defenders than Random Attackers

    PubMed Central

    Moisan, Frédéric; Gonzalez, Cleotilde

    2017-01-01

    Game Theory is a common approach used to understand attacker and defender motives, strategies, and allocation of limited security resources. For example, many defense algorithms are based on game-theoretic solutions that conclude that randomization of defense actions assures unpredictability, creating difficulties for a human attacker. However, many game-theoretic solutions often rely on idealized assumptions of decision making that underplay the role of human cognition and information uncertainty. The consequence is that we know little about how effective these algorithms are against human players. Using a simplified security game, we study the type of attack strategy and the uncertainty about an attacker's strategy in a laboratory experiment where participants play the role of defenders against a simulated attacker. Our goal is to compare a human defender's behavior in three levels of uncertainty (Information Level: Certain, Risky, Uncertain) and three types of attacker's strategy (Attacker's strategy: Minimax, Random, Adaptive) in a between-subjects experimental design. Best defense performance is achieved when defenders play against a minimax and a random attack strategy compared to an adaptive strategy. Furthermore, when payoffs are certain, defenders are as efficient against random attack strategy as they are against an adaptive strategy, but when payoffs are uncertain, defenders have most difficulties defending against an adaptive attacker compared to a random attacker. We conclude that given conditions of uncertainty in many security problems, defense algorithms would be more efficient if they are adaptive to the attacker actions, taking advantage of the attacker's human inefficiencies. PMID:28690557

  14. Scientific Allocation of Water Resources.

    ERIC Educational Resources Information Center

    Buras, Nathan

    Oriented for higher education students, researchers, practicing engineers and planners, this book surveys the state of the art of water resources engineering. A broad spectrum of issues is embraced in the treatment of water resources: quantity aspects as well as quality aspects within a systems approach. Using a rational mode for water resources…

  15. Measurement and Internalization of Systemic Risk in a Global Banking Network

    NASA Astrophysics Data System (ADS)

    Feng, Xiaobing; Hu, Haibo

    2013-12-01

    The negative externalities from an individual bank failure to the whole system can be huge. One of the key purposes of bank regulation is to internalize the social costs of potential bank failures via capital charges. This study proposes a method to evaluate and allocate the systemic risk to different countries/regions using a Susceptible-Infected-Removable (SIR) type of epidemic spreading model and the Shapley value (SV) in game theory. The paper also explores features of a constructed bank network using real globe-wide banking data.

  16. Coastal watershed management across an international border in the Tijuana River watershed

    NASA Astrophysics Data System (ADS)

    Fernandez, Linda

    2005-05-01

    The paper develops and applies a game theoretic model of upstream and downstream countries to examine cooperative and noncooperative strategies of a common watershed. The application to the Tijuana River watershed shared by the United States and Mexico provides quantification of the strategies for internalizing water quality externalities to upstream and downstream originating from sedimentation. Results show that different transfer payments, such as the Chander/Tulkens cost sharing rule and the Shapley value, imply the size of the existing transfer from downstream to upstream could increase the amount currently allocated.

  17. Proposal Drafted for Allocating Space-to-Space Frequencies in the GPS Spectrum Bands

    NASA Technical Reports Server (NTRS)

    Spence, Rodney L.

    2000-01-01

    Radionavigation Satellite Service (RNSS) systems such as the U.S. Global Positioning System (GPS) and the Russian Global Navigation Satellite System (GLONASS) are primarily being used today in the space-to-Earth direction (i.e., from GPS satellite to Earth user) for a broad range of applications such as geological surveying; aircraft, automobile, and maritime navigation; hiking and mountain climbing; and precision farming and mining. However, these navigation systems are being used increasingly in space. Beginning with the launch of the TOPEX/Poseidon remote-sensing mission in 1992, over 90 GPS receivers have flown onboard spacecraft for such applications as real-time spacecraft navigation, three-axis attitude control, precise time synchronization, precision orbit determination, and atmospheric profiling. In addition to use onboard many science spacecraft, GPS has been used or is planned to be used onboard the shuttles, the International Space Station, the International Space Station Emergency Crew Return Vehicle, and many commercial satellite systems such as Orbcomm, Globalstar, and Teledesic. From a frequency spectrum standpoint, however, one important difference between the space and terrestrial uses of GPS is that it is being used in space with no interference protection. This is because there is no frequency allocation for the space-to-space use of GPS (i.e., from GPS satellite to user spacecraft) in the International Telecommunications Union (ITU) regulatory table of frequency allocations. If another space-based or groundbased radio system interferes with a spaceborne GPS user, the spaceborne user presently has no recourse other than to accept the interference. Consequently, for the past year and a half, the NASA Glenn Research Center at Lewis Field and other Government agencies have been working within ITU toward obtaining a GPS space-to-space allocation at the next World Radio Conference in the year 2000 (WRC 2000). Numerous interference studies have been conducted in support of a primary space-tospace allocation in the 1215- to 1260-MHz and 1559- to 1610-MHz RNSS bands. Most of these studies and analyses were performed by Glenn and submitted as U.S. input documents to the international Working Party 8D meetings in Geneva, Switzerland. In the structure of the ITU, Working Party 8D is responsible for frequency spectrum issues in the RNSS and the mobile satellite service (MSS). The full texts of the studies are available from the ITU web site under Working Party 8D contributions. Note that because spaceborne RNSS receivers operate in a receive-only mode with navigation signals already being broadcast toward the Earth, the addition of a space-tospace allocation will not result in interference with other systems. A space-based RNSS receiver, however, could experience interference from systems of other services, including intraservice interference from other RNSS systems. The interference scenarios examined in the studies can be inferred from the following frequency allocation charts. In these charts, services labeled in all capital letters (e.g., "ARNS") have primary status, whereas those labeled with sentence-style capitalization (e.g., "Amateur radio") have secondary status (i.e., a service with secondary status cannot claim interference protection from or cause harmful interference to a service with primary status). Charts showing the ITU frequency allocations in the 960 to 1350 MHZ range and the 1525-1660 MHZ range are discussed and presented.

  18. Developing Friendships and an Awareness of Emotions Using Video Games: Perceptions of Four Young Adults with Autism

    ERIC Educational Resources Information Center

    Gallup, Jennifer; Serianni, Barbara

    2017-01-01

    This article explores emotional expression and awareness in the context of a virtual environment specific to young adults with autism spectrum disorder (ASD) and how emotional awareness and expression can support postsecondary outcomes. A qualitative study was conducted with five young adults with ASD who actively played a massively multiplayer…

  19. Social Robots as Embedded Reinforcers of Social Behavior in Children with Autism

    ERIC Educational Resources Information Center

    Kim, Elizabeth S.; Berkovits, Lauren D.; Bernier, Emily P.; Leyzberg, Dan; Shic, Frederick; Paul, Rhea; Scassellati, Brian

    2013-01-01

    In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur…

  20. Optimal generator bidding strategies for power and ancillary services

    NASA Astrophysics Data System (ADS)

    Morinec, Allen G.

    As the electric power industry transitions to a deregulated market, power transactions are made upon price rather than cost. Generator companies are interested in maximizing their profits rather than overall system efficiency. A method to equitably compensate generation providers for real power, and ancillary services such as reactive power and spinning reserve, will ensure a competitive market with an adequate number of suppliers. Optimizing the generation product mix during bidding is necessary to maximize a generator company's profits. The objective of this research work is to determine and formulate appropriate optimal bidding strategies for a generation company in both the energy and ancillary services markets. These strategies should incorporate the capability curves of their generators as constraints to define the optimal product mix and price offered in the day-ahead and real time spot markets. In order to achieve such a goal, a two-player model was composed to simulate market auctions for power generation. A dynamic game methodology was developed to identify Nash Equilibria and Mixed-Strategy Nash Equilibria solutions as optimal generation bidding strategies for two-player non-cooperative variable-sum matrix games with incomplete information. These games integrated the generation product mix of real power, reactive power, and spinning reserve with the generators's capability curves as constraints. The research includes simulations of market auctions, where strategies were tested for generators with different unit constraints, costs, types of competitors, strategies, and demand levels. Studies on the capability of large hydrogen cooled synchronous generators were utilized to derive useful equations that define the exact shape of the capability curve from the intersections of the arcs defined by the centers and radial vectors of the rotor, stator, and steady-state stability limits. The available reactive reserve and spinning reserve were calculated given a generator operating point in the P-Q plane. Four computer programs were developed to automatically perform the market auction simulations using the equal incremental cost rule. The software calculates the payoffs for the two competing competitors, dispatches six generators, and allocates ancillary services for 64 combinations of bidding strategies, three levels of system demand, and three different types of competitors. Matrix Game theory was utilized to calculate Nash Equilibrium solutions and mixed-strategy Nash solutions as the optimal generator bidding strategies. A method to incorporate ancillary services into the generation bidding strategy, to assure an adequate supply of ancillary services, and to allocate these necessary resources to the on-line units was devised. The optimal generator bid strategy in a power auction was shown to be the Nash Equilibrium solution found in two-player variable-sum matrix games.

  1. The art of designing markets.

    PubMed

    Roth, Alvin E

    2007-10-01

    Traditionally, markets have been viewed as simply the confluence of supply and demand. But to function properly, they must be able to attract a sufficient number of buyers and sellers, induce participants to make their preferences clear, and overcome congestion by providing both enough time to make choices and a speedy means of registering them. Solutions to these challenges are the province of market design--a blend of game theory and experimental economics. Roth, a professor of both business and economics at Harvard, is a leading market designer. He and his colleagues have rescued failing markets by, for example, designing labor clearinghouses through which U.S. doctors get their first jobs and auctions through which the Federal Communications Commission sells licenses for parts of the radio broadcast spectrum. They have also created marketlike allocation procedures that involve neither prices nor an exchange of money; these include systems for assigning children to schools in Boston and New York and for facilitating exchanges of kidneys. Computers enable the design of "smart markets" that combine the inputs of users in complex ways: In kidney exchange, they run through every possible match of donors and recipients to arrange the greatest possible number of transplants. In the future, computers may make it possible to auction bundled goods, such as airport takeoff and landing slots. As online markets--like those for jobs and dating--proliferate, a growing understanding of markets in general will provide virtually limitless opportunities for market design.

  2. Investigation of autistic traits through strategic decision-making in games with adaptive agents.

    PubMed

    Craig, Alexis B; Grossman, Emily; Krichmar, Jeffrey L

    2017-07-17

    Autism Spectrum Disorders are characterized by difficulties in communicating and cooperating with other people. Impairment in Theory of Mind (ToM), the ability to infer what another person is thinking, may contribute to these social deficits. The present study assesses the relationship between autistic traits and decision-making in a socioeconomic game environment that measures ToM and cooperation. We quantified participant strategy during game play with computer agents that simulated aspects of ToM or fixed strategy agents with static behaviors or heuristics. Individuals with higher Autism Quotient (AQ) scores cooperated less than subjects with low AQ scores with the ToM agents. In contrast, subjects with higher AQ scores cooperated more with fixed strategy agents. Additionally, subjects with higher AQ scores spent more time than low AQ subjects signaling cooperative intent in games with fixed strategy agents while spending less time signaling cooperation with adaptive agents, indicating a preference toward systemizing behaviors in the face of uncertainty. We conclude that individuals with high levels of autistic traits are less likely to utilize ToM as a cognitive strategy, even when it is beneficial, to achieve a desired outcome.

  3. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study.

    PubMed

    Välimäki, Maritta; Mishina, Kaisa; Kaakinen, Johanna K; Holm, Suvi K; Vahlo, Jukka; Kirjonen, Markus; Pekurinen, Virve; Tenovuo, Olli; Korkeila, Jyrki; Hämäläinen, Heikki; Sarajuuri, Jaana; Rantanen, Pekka; Orenius, Tage; Koponen, Aki

    2018-03-19

    Traumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation. The aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI. A total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic. The participants were randomly allocated to one of the three groups: a rehabilitation gaming group (n=29, intervention), an entertainment gaming group (n=29, active control), or a passive control group (n=32). The gaming groups were instructed to engage in gaming for a minimum of 30 min per day for 8 weeks. Primary and secondary outcomes were measured at three time points: before the intervention, after the intervention, and 3 months following the intervention. The primary outcome was cognitive status measured by processing speed and visuomotor tasks (The Trail Making Test; Wechsler Adult Intelligence Scale-Fourth Edition, WAIS-IV, symbol search, coding, and cancellation tasks). Secondary outcomes were attention and executive functions (Simon task), working memory (WAIS-IV digit span and Paced Auditory Serial Addition Test, PASAT), depression (Patient Health Questionnaire-9), self-efficacy (General Self-efficacy Scale), and executive functions (Behavior Rating Inventory of Executive Function-Adult Version). Feasibility information was assessed (acceptability, measurement instruments filled, dropouts, adherence, usability, satisfaction, and possible future use). Cognitive measurements were conducted in face-to-face interviews by trained psychologists, and questionnaires were self-administered. The effects of rehabilitation gaming did not significantly differ from the effects of entertainment gaming or being in a passive control group. For primary outcomes and PASAT tests, the participants in all three groups showed overall improvement in test scores across the three measurement points. However, depression scores increased significantly between baseline and after 8 weeks and between baseline and after 3 months in the rehabilitative gaming group. No differences were found in patients' self-efficacy between the three measuring points in any of the groups. Participants did use the games (rehabilitation group: 93%, 27/29; entertainment group 100%, 29/29). Games were seen as a usable intervention (rehabilitation group: 70%, 14/29; entertainment group: 83%, 20/29). The rehabilitation group was less satisfied with the gaming intervention (68%, 13/29 vs 83%, 20/29), but they were more willing to use the game after the intervention period (76%, 16/29 vs 63%, 15/29). Total time spent on gaming during the intervention period was low (15.22 hour rehabilitation gaming group, 19.22 hour entertainment gaming group). We did not find differences between the groups in improvement in the outcome measures. The improvements in test performance by all three groups may reflect rehearsal effects. Entertainment gaming had elements that could be considered when rehabilitative games are designed for, implemented in, and assessed in larger clinical trials for persons with TBI. ClinicalTrials.gov NCT02425527; https://clinicaltrials.gov/ct2/show/NCT02425527 (Archived by WebCite at http://www.webcitation.org/6esKI1uDH). ©Maritta Välimäki, Kaisa Mishina, Johanna K Kaakinen, Suvi K Holm, Jukka Vahlo, Markus Kirjonen, Virve Pekurinen, Olli Tenovuo, Jyrki Korkeila, Heikki Hämäläinen, Jaana Sarajuuri, Pekka Rantanen, Tage Orenius, Aki Koponen. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 19.03.2018.

  4. Dynamic Resource Allocation for IEEE802.16e

    NASA Astrophysics Data System (ADS)

    Nascimento, Alberto; Rodriguez, Jonathan

    Mobile communications has witnessed an exponential increase in the amount of users, services and applications. New high bandwidth consuming applications are targeted for B3G networks raising more stringent requirements for Dynamic Resource Allocation (DRA) architectures and packet schedulers that must be spectrum efficient and deliver QoS for heterogeneous applications and services. In this paper we propose a new cross layer-based architecture framework embedded in a newly designed DRA architecture for the Mobile WiMAX standard. System level simulation results show that the proposed architecture can be considered a viable candidate solution for supporting mixed services in a cost-effective manner in contrast to existing approaches.

  5. Autism does not limit strategic thinking in the “beauty contest” game

    PubMed Central

    Pantelis, Peter C.; Kennedy, Daniel P.

    2017-01-01

    A popular hypothesis in developmental psychology is that individuals with autism spectrum disorder (ASD) have a specific impairment or developmental delay in their ability to reason about other people’s mental processes, especially when this reasoning process is of a higher-order, recursive, or nested variety. One type of interpersonal interaction that involves this sort of complex reasoning about others’ minds is an economic game, and because economic games have been extensively modeled in behavioral economics, they provide a unique testbed for a quantitative and precise analysis of cognitive functioning in ASD. This study specifically asked whether ASD is associated with strategic depth in the economic game known as The Beauty Contest, in which all players submit a number from 0 to 100, and the winner is the player who submits the number closest to 2/3 of the mean of all numbers submitted. Unexpectedly, the distribution of responses among adult participants with ASD reflected a level of strategic reasoning at least as deep as that of their neurotypical peers, with the same proportion of participants with ASD being characterized as “higher order” strategic players. Thus, whatever mentalistic reasoning abilities are necessary for typical performance in the context of this economic game appear to be largely intact, and therefore unlikely to be fundamental to persistent social dysfunction in ASD. PMID:28081516

  6. Autism does not limit strategic thinking in the "beauty contest" game.

    PubMed

    Pantelis, Peter C; Kennedy, Daniel P

    2017-03-01

    A popular hypothesis in developmental psychology is that individuals with autism spectrum disorder (ASD) have a specific impairment or developmental delay in their ability to reason about other people's mental processes, especially when this reasoning process is of a higher-order, recursive, or nested variety. One type of interpersonal interaction that involves this sort of complex reasoning about others' minds is an economic game, and because economic games have been extensively modeled in behavioral economics, they provide a unique testbed for a quantitative and precise analysis of cognitive functioning in ASD. This study specifically asked whether ASD is associated with strategic depth in the economic game known as The Beauty Contest, in which all players submit a number from 0 to 100, and the winner is the player who submits the number closest to 2/3 of the mean of all numbers submitted. Unexpectedly, the distribution of responses among adult participants with ASD reflected a level of strategic reasoning at least as deep as that of their neurotypical peers, with the same proportion of participants with ASD being characterized as "higher order" strategic players. Thus, whatever mentalistic reasoning abilities are necessary for typical performance in the context of this economic game appear to be largely intact, and therefore unlikely to be fundamental to persistent social dysfunction in ASD. Copyright © 2016 Elsevier B.V. All rights reserved.

  7. The art of camouflage: Gender differences in the social behaviors of girls and boys with autism spectrum disorder.

    PubMed

    Dean, Michelle; Harwood, Robin; Kasari, Connie

    2017-08-01

    This study examined the extent to which gender-related social behaviors help girls with autism spectrum disorder to seemingly mask their symptoms. Using concurrent mixed methods, we examined the social behaviors of 96 elementary school children during recess (autism spectrum disorder = 24 girls and 24 boys, typically developing = 24 girls and 24 boys). Children with autism spectrum disorder had average intelligence (IQ ⩾ 70), a confirmed diagnosis, and were educated in the general education classroom. Typically developing children were matched by sex, age, and city of residence to children with autism spectrum disorder. The results indicate that the female social landscape supports the camouflage hypothesis; girls with autism spectrum disorder used compensatory behaviors, such as staying in close proximately to peers and weaving in and out of activities, which appeared to mask their social challenges. Comparatively, the male landscape made it easier to detect the social challenges of boys with autism spectrum disorder. Typically developing boys tended to play organized games; boys with autism spectrum disorder tended to play alone. The results highlight a male bias in our perception of autism spectrum disorder. If practitioners look for social isolation on the playground when identifying children with social challenges, then our findings suggest that girls with autism spectrum disorder will continue to be left unidentified.

  8. Assisting autistic children with wireless EOG technology.

    PubMed

    Rapela, Joaquin; Lin, Tsong-Yan; Westerfield, Marissa; Jung, Tzyy-Ping; Townsend, Jeanne

    2012-01-01

    We propose a novel intervention to train the speed and accuracy of attention orienting and eye movements in Autism Spectrum Disorder (ASD). Training eye movements and attention could not only affect those important functions directly, but could also result in broader improvement of social communication skills. To this end we describe a system that would allow ASD children to improve their fixation skills while playing a computer game controlled by an eye tracker. Because this intervention will probably be time consuming, this system should be designed to be used at homes. To make this possible, we propose an implementation based on wireless and dry electrooculography (EOG) technology. If successful, this system would develop an approach to therapy that would improve clinical and behavioral function in children and adults with ASD. As our initial steps in this direction, here we describe the design of a computer game to be used in this system, and the predictions of gaze position from EOG data recorded while a subject played this game.

  9. Statics and Dynamics of Selfish Interactions in Distributed Service Systems

    PubMed Central

    Altarelli, Fabrizio; Braunstein, Alfredo; Dall’Asta, Luca

    2015-01-01

    We study a class of games which models the competition among agents to access some service provided by distributed service units and which exhibits congestion and frustration phenomena when service units have limited capacity. We propose a technique, based on the cavity method of statistical physics, to characterize the full spectrum of Nash equilibria of the game. The analysis reveals a large variety of equilibria, with very different statistical properties. Natural selfish dynamics, such as best-response, usually tend to large-utility equilibria, even though those of smaller utility are exponentially more numerous. Interestingly, the latter actually can be reached by selecting the initial conditions of the best-response dynamics close to the saturation limit of the service unit capacities. We also study a more realistic stochastic variant of the game by means of a simple and effective approximation of the average over the random parameters, showing that the properties of the average-case Nash equilibria are qualitatively similar to the deterministic ones. PMID:26177449

  10. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms

    PubMed Central

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-e; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs’ appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers’ attention from different fields and many studies have validated MMORPGs’ positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers’ overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas. PMID:28303097

  11. Balance exercise for persons with multiple sclerosis using Wii games: a randomised, controlled multi-centre study.

    PubMed

    Nilsagård, Ylva E; Forsberg, Anette S; von Koch, Lena

    2013-02-01

    The use of interactive video games is expanding within rehabilitation. The evidence base is, however, limited. Our aim was to evaluate the effects of a Nintendo Wii Fit® balance exercise programme on balance function and walking ability in people with multiple sclerosis (MS). A multi-centre, randomised, controlled single-blinded trial with random allocation to exercise or no exercise. The exercise group participated in a programme of 12 supervised 30-min sessions of balance exercises using Wii games, twice a week for 6-7 weeks. Primary outcome was the Timed Up and Go test (TUG). In total, 84 participants were enrolled; four were lost to follow-up. After the intervention, there were no statistically significant differences between groups but effect sizes for the TUG, TUGcognitive and, the Dynamic Gait Index (DGI) were moderate and small for all other measures. Statistically significant improvements within the exercise group were present for all measures (large to moderate effect sizes) except in walking speed and balance confidence. The non-exercise group showed statistically significant improvements for the Four Square Step Test and the DGI. In comparison with no intervention, a programme of supervised balance exercise using Nintendo Wii Fit® did not render statistically significant differences, but presented moderate effect sizes for several measures of balance performance.

  12. Name that tune: Mitigation of driver fatigue via a song naming game.

    PubMed

    Trumbo, Michael C; Jones, Aaron P; Robinson, Charles S H; Cole, Kerstan; Morrow, James D

    2017-11-01

    Fatigued driving contributes to a substantial number of motor vehicle accidents each year. Music listening is often employed as a countermeasure during driving in order to mitigate the effects of fatigue. Though music listening has been established as a distractor in the sense that it increases cognitive load during driving, it is possible that increased cognitive load is desirable under particular circumstances. For instance, during situations that typically result in cognitive underload, such as driving in a low-traffic monotonous stretch of highway, it may be beneficial for cognitive load to increase, thereby necessitating allocation of greater cognitive resources to the task of driving and attenuating fatigue. In the current study, we employed a song-naming game as a countermeasure to fatigued driving in a simulated monotonous environment. During the first driving session, we established that driving performance deteriorates in the absence of an intervention following 30min of simulated driving. During the second session, we found that a song-naming game employed at the point of fatigue onset was an effective countermeasure, as reflected by simulated driving performance that met or exceeded fresh driving behavior and was significantly better relative to fatigued performance during the first driving session. Copyright © 2017. Published by Elsevier Ltd.

  13. Geosynchronous platform definition study. Volume 3: Geosynchronous mission characteristics

    NASA Technical Reports Server (NTRS)

    1973-01-01

    The objectives of the study were to examine the nature of currently planned and new evolutionary geosynchronous programs, to analyze alternative ways of conducting missions, to establish concepts for new systems to support geosynchronous programs in an effective and economical manner, and to define the logistic support to carry out these programs. In order to meet these objectives, it was necessary to define and examine general geosynchronous mission characteristics and the potentially applicable electromagnetic spectrum characteristics. An organized compilation of these data is given with emphasis on the development and use of the data. Fundamental geosynchronous orbit time histories, mission profile characteristics, and delivery system characteristics are presented. In addition, electromagnetic spectrum utilization is discussed in terms of the usable frequency spectrum, the spectrum potentially available considering established frequency allocations, and the technology status as it affects the ability to operate within specific frequency bands.

  14. 77 FR 30423 - Innovation in the Broadcast Television Bands: Allocations, Channel Sharing and Improvements to...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-05-23

    ... uses. This action serves to further address the nation's growing demand for wireless broadband services... keeps pace with the global wireless revolution. At the same time, the approach helps preserve broadcast... National Broadband Plan to repurpose spectrum from the U/V bands for new wireless broadband uses through...

  15. Conflict Adaptation and Congruency Sequence Effects to Social-Emotional Stimuli in Individuals with Autism Spectrum Disorders

    ERIC Educational Resources Information Center

    Worsham, Whitney; Gray, Whitney E.; Larson, Michael J.; South, Mikle

    2015-01-01

    Background: The modification of performance following conflict can be measured using conflict adaptation tasks thought to measure the change in the allocation of cognitive resources in order to reduce conflict interference and improve performance. While previous studies have suggested atypical processing during nonsocial cognitive control tasks,…

  16. 78 FR 9602 - Amendment of the Commission's Rules To Allocate Spectrum and Adopt Service Rules and Procedures...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-02-11

    ... such licensees and operators, and thus are unable to estimate the number of geostationary space station... apply any rules providing special consideration for geostationary space station licensees and operators... communicate with geostationary satellite orbit FSS space stations but must accept interference from stations...

  17. Role of price and enforcement in water allocation: Insights from Game Theory

    NASA Astrophysics Data System (ADS)

    Souza Filho, Francisco Assis; Lall, Upmanu; Porto, Rubem La Laina

    2008-12-01

    As many countries are moving toward water sector reforms, practical issues of how water management institutions can better effect allocation, regulation, and enforcement of water rights have emerged. The problem of nonavailability of water to tailenders on an irrigation system in developing countries, due to unlicensed upstream diversions is well documented. The reliability of access or equivalently the uncertainty associated with water availability at their diversion point becomes a parameter that is likely to influence the application by users for water licenses, as well as their willingness to pay for licensed use. The ability of a water agency to reduce this uncertainty through effective water rights enforcement is related to the fiscal ability of the agency to monitor and enforce licensed use. In this paper, this interplay across the users and the agency is explored, considering the hydraulic structure or sequence of water use and parameters that define the users and the agency's economics. The potential for free rider behavior by the users, as well as their proposals for licensed use are derived conditional on this setting. The analyses presented are developed in the framework of the theory of "Law and Economics," with user interactions modeled as a game theoretic enterprise. The state of Ceara, Brazil, is used loosely as an example setting, with parameter values for the experiments indexed to be approximately those relevant for current decisions. The potential for using the ideas in participatory decision making is discussed. This paper is an initial attempt to develop a conceptual framework for analyzing such situations but with a focus on the reservoir-canal system water rights enforcement.

  18. Altered coupling of default-mode, executive-control and salience networks in Internet gaming disorder.

    PubMed

    Zhang, J T; Ma, S-S; Yan, C-G; Zhang, S; Liu, L; Wang, L-J; Liu, B; Yao, Y-W; Yang, Y-H; Fang, X-Y

    2017-09-01

    Recently, a triple-network model suggested the abnormal interactions between the executive-control network (ECN), default-mode network (DMN) and salience network (SN) are important characteristics of addiction, in which the SN plays a critical role in allocating attentional resources toward the ECN and DMN. Although increasing studies have reported dysfunctions in these brain networks in Internet gaming disorder (IGD), interactions between these networks, particularly in the context of the triple-network model, have not been investigated in IGD. Thus, we aimed to assess alterations in the inter-network interactions of these large-scale networks in IGD, and to associate the alterations with IGD-related behaviors. DMN, ECN and SN were identified using group-level independent component analysis (gICA) in 39 individuals with IGD and 34 age and gender matched healthy controls (HCs). Then alterations in the SN-ECN and SN-DMN connectivity, as well as in the modulation of ECN versus DMN by SN, using a resource allocation index (RAI) developed and validated previously in nicotine addiction, were assessed. Further, associations between these altered network coupling and clinical assessments were also examined. Compared with HCs, IGD had significantly increased SN-DMN connectivity and decreased RAI in right hemisphere (rRAI), and the rRAI in IGD was negatively associated with their scores of craving. These findings suggest that the deficient modulation of ECN versus DMN by SN might provide a mechanistic framework to better understand the neural basis of IGD and might provide novel evidence for the triple-network model in IGD. Copyright © 2017. Published by Elsevier Masson SAS.

  19. Mobile satellite regulation in the United States

    NASA Technical Reports Server (NTRS)

    Levin, Lon C.; Sonnenfeldt, Walter H.

    1990-01-01

    During the last decade, the U.S. FCC has developed the regulatory structure for the provision of mobile services via satellite. In May 1989, the FCC awarded American Mobile Satellite Corporation (AMSC) a license to provide the full range of domestic mobile satellite services in the U.S. At that time, the FCC reaffirmed the U.S. mobile satellite industry structure and spectrum allocations that had been adopted previously. Also in May 1989, the FCC authorized the Communications Satellite Corporation (COMSAT), the U.S. Signatory to Inmarsat, to provide international aeronautical satellite service via the Inmarsat system. Earlier in 1989, the FCC permitted the use of Ku-band satellites to provide messaging and tracking services. In the mid-1980's, the FCC established the Radiodetermination Satellite Service and awarded licenses. Among the mobile satellite matters currently facing the FCC are whether additional spectrum should be allocated for domestic 'generic' mobile satellite services, the regulatory structure for the provision of mobile satellite service on an interim basis before AMSC launches its dedicated satellites, and whether to authorize a low earth orbit satellite system to provide mobile data service.

  20. Spontaneous attention to faces in Asperger syndrome using ecologically valid static stimuli.

    PubMed

    Hanley, Mary; McPhillips, Martin; Mulhern, Gerry; Riby, Deborah M

    2013-11-01

    Previous eye tracking research on the allocation of attention to social information by individuals with autism spectrum disorders is equivocal and may be in part a consequence of variation in stimuli used between studies. The current study explored attention allocation to faces, and within faces, by individuals with Asperger syndrome using a range of static stimuli where faces were either viewed in isolation or viewed in the context of a social scene. Results showed that faces were viewed typically by the individuals with Asperger syndrome when presented in isolation, but attention to the eyes was significantly diminished in comparison to age and IQ-matched typical viewers when faces were viewed as part of social scenes. We show that when using static stimuli, there is evidence of atypicality for individuals with Asperger syndrome depending on the extent of social context. Our findings shed light on the previous explanations of gaze behaviour that have emphasised the role of movement in atypicalities of social attention in autism spectrum disorders and highlight the importance of consideration of the realistic portrayal of social information for future studies.

  1. Joint subchannel pairing and power control for cognitive radio networks with amplify-and-forward relaying.

    PubMed

    Shen, Yanyan; Wang, Shuqiang; Wei, Zhiming

    2014-01-01

    Dynamic spectrum sharing has drawn intensive attention in cognitive radio networks. The secondary users are allowed to use the available spectrum to transmit data if the interference to the primary users is maintained at a low level. Cooperative transmission for secondary users can reduce the transmission power and thus improve the performance further. We study the joint subchannel pairing and power allocation problem in relay-based cognitive radio networks. The objective is to maximize the sum rate of the secondary user that is helped by an amplify-and-forward relay. The individual power constraints at the source and the relay, the subchannel pairing constraints, and the interference power constraints are considered. The problem under consideration is formulated as a mixed integer programming problem. By the dual decomposition method, a joint optimal subchannel pairing and power allocation algorithm is proposed. To reduce the computational complexity, two suboptimal algorithms are developed. Simulations have been conducted to verify the performance of the proposed algorithms in terms of sum rate and average running time under different conditions.

  2. Equity or equality? Moral judgments follow the money.

    PubMed

    DeScioli, Peter; Massenkoff, Maxim; Shaw, Alex; Petersen, Michael Bang; Kurzban, Robert

    2014-12-22

    Previous research emphasizes people's dispositions as a source of differences in moral views. We investigate another source of moral disagreement, self-interest. In three experiments, participants played a simple economic game in which one player divides money with a partner according to the principle of equality (same payoffs) or the principle of equity (pay-offs proportional to effort expended). We find, first, that people's moral judgment of an allocation rule depends on their role in the game. People not only prefer the rule that most benefits them but also judge it to be more fair and moral. Second, we find that participants' views about equality and equity change in a matter of minutes as they learn where their interests lie. Finally, we find limits to self-interest: when the justification for equity is removed, participants no longer show strategic advocacy of the unequal division. We discuss implications for understanding moral debate and disagreement. © 2014 The Author(s) Published by the Royal Society. All rights reserved.

  3. Integration of Large-Scale Optimization and Game Theory for Sustainable Water Quality Management

    NASA Astrophysics Data System (ADS)

    Tsao, J.; Li, J.; Chou, C.; Tung, C.

    2009-12-01

    Sustainable water quality management requires total mass control in pollutant discharge based on both the principles of not exceeding assimilative capacity in a river and equity among generations. The stream assimilative capacity is the carrying capacity of a river for the maximum waste load without violating the water quality standard and the spirit of total mass control is to optimize the waste load allocation in subregions. For the goal of sustainable watershed development, this study will use large-scale optimization theory to optimize the profit, and find the marginal values of loadings as reference of the fair price and then the best way to get the equilibrium by water quality trading for the whole of watershed will be found. On the other hand, game theory plays an important role to maximize both individual and entire profits. This study proves the water quality trading market is available in some situation, and also makes the whole participants get a better outcome.

  4. New optimization model for routing and spectrum assignment with nodes insecurity

    NASA Astrophysics Data System (ADS)

    Xuan, Hejun; Wang, Yuping; Xu, Zhanqi; Hao, Shanshan; Wang, Xiaoli

    2017-04-01

    By adopting the orthogonal frequency division multiplexing technology, elastic optical networks can provide the flexible and variable bandwidth allocation to each connection request and get higher spectrum utilization. The routing and spectrum assignment problem in elastic optical network is a well-known NP-hard problem. In addition, information security has received worldwide attention. We combine these two problems to investigate the routing and spectrum assignment problem with the guaranteed security in elastic optical network, and establish a new optimization model to minimize the maximum index of the used frequency slots, which is used to determine an optimal routing and spectrum assignment schemes. To solve the model effectively, a hybrid genetic algorithm framework integrating a heuristic algorithm into a genetic algorithm is proposed. The heuristic algorithm is first used to sort the connection requests and then the genetic algorithm is designed to look for an optimal routing and spectrum assignment scheme. In the genetic algorithm, tailor-made crossover, mutation and local search operators are designed. Moreover, simulation experiments are conducted with three heuristic strategies, and the experimental results indicate that the effectiveness of the proposed model and algorithm framework.

  5. Teaching Two Basic Nanotechnology Concepts in Secondary School by Using a Variety of Teaching Methods

    ERIC Educational Resources Information Center

    Blonder, Ron; Sakhnini, Sohair

    2012-01-01

    A nanotechnology module was developed for ninth grade students in the context of teaching chemistry. Two basic concepts in nanotechnology were chosen: (1) size and scale and (2) surface-area-to-volume ratio (SA/V). A wide spectrum of instructional methods (e.g., game-based learning, learning with multimedia, learning with models, project based…

  6. Virtual to Reality: Teaching Mathematics and Aerospace Concepts to Undergraduates Using Unmanned Aerial Systems and Flight Simulation Software

    ERIC Educational Resources Information Center

    Aji, Chadia Affane; Khan, M. Javed

    2015-01-01

    Student engagement is an essential element for learning. Active learning has been consistently shown to increase student engagement and hence learning. Hands-on activities are one of the many active learning approaches. These activities vary from structured laboratory experiments on one end of the spectrum to virtual gaming environments and to for…

  7. What a Tangible Digital Installation for Museums Can Offer to Autistic Children and Their Teachers

    ERIC Educational Resources Information Center

    Marchetti, Emanuela; Valente, Andrea

    2016-01-01

    This study is a cooperation between the authors and a teacher who works with pupils affected by autism spectrum disorders (9-12 years old) in a primary Danish school. The aim was assess the benefits of game-based learning with respect to teachers' main challenges: facilitating the discussion of curricular subjects and enabling learning through…

  8. Using Computerized Games to Teach Face Recognition Skills to Children with Autism Spectrum Disorder: The "Let's Face It!" Program

    ERIC Educational Resources Information Center

    Tanaka, James W.; Wolf, Julie M.; Klaiman, Cheryl; Koenig, Kathleen; Cockburn, Jeffrey; Herlihy, Lauren; Brown, Carla; Stahl, Sherin; Kaiser, Martha D.; Schultz, Robert T.

    2010-01-01

    Background: An emerging body of evidence indicates that relative to typically developing children, children with autism are selectively impaired in their ability to recognize facial identity. A critical question is whether face recognition skills can be enhanced through a direct training intervention. Methods: In a randomized clinical trial,…

  9. Response to unfairness across the suicide risk spectrum.

    PubMed

    Carbajal, Jessica M; Gamboa, Jorge L; Moore, Jordan; Smith, Favrin; Ann Eads, Lou; Clothier, Jeffrey L; Cáceda, Ricardo

    2017-12-01

    Suicidal behavior is frequently triggered by social crises, such as familial, romantic, social or work-related conflict. A variety of cognitive and social functioning impairments has been associated with suicidal thoughts and acts. One of the precipitating and perpetuating factors of social conflict is the desire for retribution after a perceived offense, even at one's own detriment. We utilized the Ultimatum Game-a behavioral economic task which examines the behavioral response to perceived unfairness-in order to characterize the response to unfairness across the acute suicide risk spectrum. We examined five groups of adult individuals of both genders (n = 204): High- and Low-Lethality recent Suicide Attempters, Suicidal Ideators, Non-Suicidal Depressed Patients; and Healthy Controls. We also measured demographic and clinical variables. Even though all depressed groups showed similar rejection rates in the Ultimatum Game, there was a higher likelihood of rejecting offers in the low stakes condition in all acutely suicidal groups compared with healthy controls. Stake size, offer, education, and gender of the proposer were significantly associated with rejection rates. Acutely suicidal patients may be more vulnerable to adverse interpersonal interactions. Further characterization of social behavior may provide targets for secondary and tertiary prevention for high-risk individuals. Published by Elsevier B.V.

  10. Brain–computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum

    PubMed Central

    Friedrich, Elisabeth V. C.; Suttie, Neil; Sivanathan, Aparajithan; Lim, Theodore; Louchart, Sandy; Pineda, Jaime A.

    2014-01-01

    Individuals with autism spectrum disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate and its variability, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body, and behavior could be more effective. Brain–computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced. PMID:25071545

  11. Elbow injuries at the London 2012 Summer Olympic Games: demographics and pictorial imaging review.

    PubMed

    Bethapudi, Sarath; Robinson, Philip; Engebretsen, Lars; Budgett, Richard; Vanhegan, Ivor S; O'Connor, Philip

    2013-09-01

    Elbow injuries in Olympic sports and their imaging findings have not been described previously. The main objective of this article is to analyze the demographic data on imaging of elbow injuries at the London 2012 Summer Olympic Games and to review the spectrum of imaging findings. Elbow injuries were seen in a wide variety of sports. Judo and weight-lifting contributed nearly half of all injuries, with only a surprisingly small number of injuries seen in throwing athletes. Knowledge of elbow anatomy coupled with awareness of types of elbow injuries and their prevalence in various sports will contribute toward improving diagnostic accuracy, handling of workload, and overall provision of services at similar major international sporting events in the future.

  12. Spectrum sharing in cognitive radio networks--an auction-based approach.

    PubMed

    Wang, Xinbing; Li, Zheng; Xu, Pengchao; Xu, Youyun; Gao, Xinbo; Chen, Hsiao-Hwa

    2010-06-01

    Cognitive radio is emerging as a promising technique to improve the utilization of the radio frequency spectrum. In this paper, we consider the problem of spectrum sharing among primary (or "licensed") users (PUs) and secondary (or "unlicensed") users (SUs). We formulate the problem based on bandwidth auction, in which each SU makes a bid for the amount of spectrum and each PU may assign the spectrum among the SUs by itself according to the information from the SUs without degrading its own performance. We show that the auction is a noncooperative game and that Nash equilibrium (NE) can be its solution. We first consider a single-PU network to investigate the existence and uniqueness of the NE and further discuss the fairness among the SUs under given conditions. Then, we present a dynamic updating algorithm in which each SU achieves NE in a distributed manner. The stability condition of the dynamic behavior for this spectrum-sharing scheme is studied. The discussion is generalized to the case in which there are multiple PUs in the network, where the properties of the NE are shown under appropriate conditions. Simulations were used to evaluate the system performance and verify the effectiveness of the proposed algorithm.

  13. AVPR1A Variant Associated with Preschoolers' Lower Altruistic Behavior

    PubMed Central

    Avinun, Reut; Israel, Salomon; Shalev, Idan; Gritsenko, Inga; Bornstein, Gary; Ebstein, Richard P.; Knafo, Ariel

    2011-01-01

    The genetic origins of altruism, defined here as a costly act aimed to benefit non-kin individuals, have not been examined in young children. However, previous findings concerning adults pointed at the arginine vasopressin receptor 1A (AVPR1A) gene as a possible candidate. AVPR1A has been associated with a range of behaviors including aggressive, affiliative and altruistic phenotypes, and recently a specific allele (327 bp) of one of its promoter region polymorphisms (RS3) has been singled out in particular. We modeled altruistic behavior in preschoolers using a laboratory-based economic paradigm, a modified dictator game (DG), and tested for association between DG allocations and the RS3 “target allele.” Using both population and family-based analyses we show a significant link between lower allocations and the RS3 “target allele,” associating it, for the first time, with a lower proclivity toward altruistic behavior in children. This finding helps further the understanding of the intricate mechanisms underlying early altruistic behavior. PMID:21980412

  14. Does framing the hot hand belief change decision-making behavior in volleyball?

    PubMed

    Raab, Markus; MacMahon, Clare

    2015-06-01

    Previous discussions of the hot hand belief, wherein athletes believe that they have a greater chance of scoring after 2 or 3 hits (successes) compared with 2 or 3 misses, have focused on whether this is the case within game statistics. Researchers have argued that the perception of the hot hand in random sequences is a bias of the cognitive system. Yet most have failed to explore the impact of framing on the stability of the belief and the behavior based on it. The authors conducted 2 studies that manipulated the frame of a judgment task. In Study 1, framing was manipulated via instructions in a playmaker allocation paradigm in volleyball. In Study 2, the frame was manipulated by presenting videos for allocation decisions from either the actor or observer perspective. Both manipulations changed the hot hand belief and sequential choices. We found in both studies that the belief in continuation of positive or negative streaks is nonlinear and allocations to the same player after 3 successive hits are reduced. The authors argue that neither the hot hand belief nor hot hand behavior is stable, but rather, both are sensitive to decision frames. The results can inform coaches on the importance of how to provide information to athletes.

  15. Feasibility and Efficacy of the Nintendo Wii Gaming System to Improve Balance Performance Post-Stroke: Protocol of a Phase II Randomized Controlled Trial in an Inpatient Rehabilitation Setting.

    PubMed

    Bower, Kelly J; Clark, Ross A; McGinley, Jennifer L; Martin, Clarissa L; Miller, Kimberly J

    2013-04-01

    Balance deficits following stroke are common and debilitating. Commercially available gaming systems, such as the Nintendo(®) (Kyoto, Japan) Wii™, have been widely adopted clinically; however, there is limited evidence supporting their feasibility and efficacy for improving balance performance following stroke. The aim of this trial is to investigate the clinical feasibility and efficacy of using the Nintendo Wii gaming system as an adjunct to standard care to improve balance performance following stroke in an inpatient rehabilitation setting. Thirty participants undergoing inpatient stroke rehabilitation will be recruited into this Phase II, single-blind, randomized controlled trial. Participants will be allocated into a Balance or Upper Limb Group, and both groups will perform activities using the Nintendo Wii in addition to their standard care. Participants will attend three 45-minute sessions per week, for a minimum of 2 and a maximum of 4 weeks. The main focus of the study is to investigate the feasibility of the intervention protocol. This will be evaluated through recruitment, retention, adherence, acceptability, and safety. The Step Test and Functional Reach Test will be the primary efficacy outcomes. Secondary outcomes will include force platform, mobility, and upper limb measures. Assessments will occur at baseline, 2 weeks, and 4 weeks after study entry. To the authors' knowledge, this will be the largest randomized clinical trial to investigate the feasibility and efficacy of the Nintendo Wii gaming system for improving balance performance in a stroke population. The results will inform the design of a Phase III multicenter trial.

  16. Dental Education: Trends and Assumptions for the 21st Century

    PubMed Central

    Sinkford, Jeanne C.

    1987-01-01

    Dental educational institutions, as components of university systems, must develop strategic plans for program development, resource allocation, evaluation, and continued financial support. This dynamic process will be accomplished in a competitive academic arena where program excellence and program relevance are key issues in the game of survival. This article focuses on issues and trends that form the basis for planning assumptions and initiatives into the next decade and into the 21st century. This is our challenge, this is our mission if we are to be catalysts for change in the future. PMID:3560255

  17. UAS CNPC Satellite Link Performance - Sharing Spectrum with Terrestrial Systems

    NASA Technical Reports Server (NTRS)

    Kerczewski, Robert J.; Wilson, Jeffrey D.; Bishop, William D.

    2016-01-01

    In order to provide for the safe integration of unmanned aircraft systems into the National Airspace System, the control and non-payload communications (CNPC) link connecting the ground-based pilot with the unmanned aircraft must be highly reliable. A specific requirement is that it must operate using aviation safety radiofrequency spectrum. The 2012 World Radiocommunication Conference (WRC-12) provided a potentially suitable allocation for radio line-of-sight (LOS), terrestrial based CNPC link at 5030-5091 MHz. For a beyond radio line-of-sight (BLOS), satellite-based CNPC link, aviation safety spectrum allocations are currently inadequate. Therefore, the 2015 WRC will consider the use of Fixed Satellite Service (FSS) bands to provide BLOS CNPC under Agenda Item 1.5. This agenda item requires studies to be conducted to allow for the consideration of how unmanned aircraft can employ FSS for BLOS CNPC while maintaining existing systems. Since there are terrestrial Fixed Service systems also using the same frequency bands under consideration in Agenda Item 1.5 one of the studies required considered spectrum sharing between earth stations on-board unmanned aircraft and Fixed Service station receivers. Studies carried out by NASA have concluded that such sharing is possible under parameters previously established by the International Telecommunications Union. As the preparation for WRC-15 has progressed, additional study parameters Agenda Item 1.5 have been proposed, and some studies using these parameters have been added. This paper examines the study results for the original parameters as well as results considering some of the more recently proposed parameters to provide insight into the complicated process of resolving WRC-15 Agenda Item 1.5 and achieving a solution for BLOS CNPC for unmanned aircraft.

  18. Potential of dynamic spectrum allocation in LTE macro networks

    NASA Astrophysics Data System (ADS)

    Hoffmann, H.; Ramachandra, P.; Kovács, I. Z.; Jorguseski, L.; Gunnarsson, F.; Kürner, T.

    2015-11-01

    In recent years Mobile Network Operators (MNOs) worldwide are extensively deploying LTE networks in different spectrum bands and utilising different bandwidth configurations. Initially, the deployment is coverage oriented with macro cells using the lower LTE spectrum bands. As the offered traffic (i.e. the requested traffic from the users) increases the LTE deployment evolves with macro cells expanded with additional capacity boosting LTE carriers in higher frequency bands complemented with micro or small cells in traffic hotspot areas. For MNOs it is crucial to use the LTE spectrum assets, as well as the installed network infrastructure, in the most cost efficient way. The dynamic spectrum allocation (DSA) aims at (de)activating the available LTE frequency carriers according to the temporal and spatial traffic variations in order to increase the overall LTE system performance in terms of total network capacity by reducing the interference. This paper evaluates the DSA potential of achieving the envisaged performance improvement and identifying in which system and traffic conditions the DSA should be deployed. A self-optimised network (SON) DSA algorithm is also proposed and evaluated. The evaluations have been carried out in a hexagonal and a realistic site-specific urban macro layout assuming a central traffic hotspot area surrounded with an area of lower traffic with a total size of approximately 8 × 8 km2. The results show that up to 47 % and up to 40 % possible DSA gains are achievable with regards to the carried system load (i.e. used resources) for homogenous traffic distribution with hexagonal layout and for realistic site-specific urban macro layout, respectively. The SON DSA algorithm evaluation in a realistic site-specific urban macro cell deployment scenario including realistic non-uniform spatial traffic distribution shows insignificant cell throughput (i.e. served traffic) performance gains. Nevertheless, in the SON DSA investigations, a gain of up to 25 % has been observed when analysing the resource utilisation in the non-hotspot cells.

  19. SLA-aware differentiated QoS in elastic optical networks

    NASA Astrophysics Data System (ADS)

    Agrawal, Anuj; Vyas, Upama; Bhatia, Vimal; Prakash, Shashi

    2017-07-01

    The quality of service (QoS) offered by optical networks can be improved by accurate provisioning of service level specifications (SLSs) included in the service level agreement (SLA). A large number of users coexisting in the network require different services. Thus, a pragmatic network needs to offer a differentiated QoS to a variety of users according to the SLA contracted for different services at varying costs. In conventional wavelength division multiplexed (WDM) optical networks, service differentiation is feasible only for a limited number of users because of its fixed-grid structure. Newly introduced flex-grid based elastic optical networks (EONs) are more adaptive to traffic requirements as compared to the WDM networks because of the flexibility in their grid structure. Thus, we propose an efficient SLA provisioning algorithm with improved QoS for these flex-grid EONs empowered by optical orthogonal frequency division multiplexing (O-OFDM). The proposed algorithm, called SLA-aware differentiated QoS (SADQ), employs differentiation at the level of routing, spectrum allocation, and connection survivability. The proposed SADQ aims to accurately provision the SLA using such multilevel differentiation with an objective to improve the spectrum utilization from the network operator's perspective. SADQ is evaluated for three different CoSs under various traffic demand patterns and for different ratios of the number of requests belonging to the three considered CoSs. We propose two new SLA metrics for the improvement of functional QoS requirements, namely, security, confidentiality and survivability of high class of service (CoS) traffic. Since, to the best of our knowledge, the proposed SADQ is the first scheme in optical networks to employ exhaustive differentiation at the levels of routing, spectrum allocation, and survivability in a single algorithm, we first compare the performance of SADQ in EON and currently deployed WDM networks to assess the differentiation capability of EON and WDM networks under such differentiated service environment. The proposed SADQ is then compared with two existing benchmark routing and spectrum allocation (RSA) schemes that are also designed under EONs. Simulations indicate that the performance of SADQ is distinctly better in EON than in WDM network under differentiated QoS scenario. The comparative analysis of the proposed SADQ with the considered benchmark RSA strategies designed under EON shows the improved performance of SADQ in EON paradigm for offering differentiated services as per the SLA.

  20. Antimicrobial-resistant bacteria in wild game in Slovenia

    NASA Astrophysics Data System (ADS)

    Križman, M.; Kirbiš, A.; Jamnikar-Ciglenečki, U.

    2017-09-01

    Wildlife is usually not exposed to clinically-used antimicrobial agents but can acquire antimicrobial resistance throughout contact with humans, domesticated animals and environments. Samples of faeces from intestines (80 in total) were collected from roe deer (52), wild boars (11), chamois (10) red deer (6) and moufflon (1). After culture on ChromID extended spectrum β-lactamase (ESBL) plates to select for growth of ESBL-producing bacteria, 25 samples produced bacterial colonies for further study. Six species of bacteria were identified from the 25 samples: Stenotrophomonas maltophilia, Serratia fonticola, Stenotrophomonas nitritireducens, Enterococcus faecium, Enterococcus faecalis and Escherichia coli. Two ESBL enzymes were amplified from group TEM and three from group CTX-M-1. Undercooked game meat and salami can be a source of resistant bacteria when animals are not eviscerated properly.

Top